Rimrooks Modelling Tutorials Created 16 years ago2008-02-18 05:11:38 UTC by Rimrook Rimrook

Created 16 years ago2008-02-18 05:11:38 UTC by Rimrook Rimrook

Posted 16 years ago2008-02-22 16:40:52 UTC Post #246195
Sweet. I already knew some basic modeling and UV wrapping, but I could never figure out how to attach bones I created to my models. Now I do!
Posted 16 years ago2008-02-22 16:46:58 UTC Post #246196
Here's my lastest update. Took a crack at basic texturing. I can definitly use more detail But right now these are some placeholder textures from MSPAINT
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AND
User posted image
These are my viewport settings for the BG images.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-02-22 17:25:13 UTC Post #246199
Also, you should talk about polygon budgets at some point, so the reader knows not to go overboard. While it's probably not a concern in either of the two cases in the tutorial, it is in a lot of other cases.

Also, when i try to compile my model, it says that it's an unsupported file type, because it's TGA. However, whenever I try to assign a .bmp version of the texture to it in Max 9, it says it's an unsupported BMP type. Any idea what's wrong?
Posted 16 years ago2008-02-22 19:46:24 UTC Post #246217
Has to be a 256color bitmap.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-02-22 20:03:49 UTC Post #246218
I do not Skeetz, you changed it to indexed color right? If not that, what's the size of you .bmp? Maybe it has to be at or under 512 x 512??

Tetsu0: Yeah mine settings are exactly the same, but I'm using 3 viewport images instead of 1 (I'm guessing ur using 1), so maybe that's part of my problem.

I ended up getting it to work though. the top and front images lined up right, but the "left" image was showing at the wrong size. After playing with it, I found you could toggle off the lock/zoom and use the smooth zoom feature (lower right magnifying glass) and actually scale the background image somehow (using a box as reference for height/length), if that makes any sense.

Anyway, here's my beautiful boxy t-84 WIP... I'm going to start the turret tomorrow:
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Download and maek fun

And finally just for the lulz, I just learned you can extrude vertices:
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)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-02-23 11:00:16 UTC Post #246238
Here's the Unwrapping tutorial.
http://maprookie.com/tutorials/unwrappingp1.html

And the Baking Tutorial.
http://maprookie.com/tutorials/baking1.html

Also added some more on the tutorials list as things to do.
assign a .bmp version of the texture to it in Max 9
I've never modelled for HL in max 9 yet. Not sure if there is anything up with it.

The maps have to be 8bit .bmp at 512 x 512 or smaller in powers of two. (2, 8, 16, 32, 64, 128, 256, 512 are all available sizes)

And yesh, I should adress poly counts. 5000 or 6000 per scene in HL is ok. Its about average. 20,000 is not. A single model should have no more than 2000 +/- polies. Also, the less polies you have per model, the more you can litter a map with. But remember, HL only can support 400 total entities at once. You can get these statistics in the compile log from a map.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-23 11:32:06 UTC Post #246320
could someone edit my previous post to fix the thumb please? (at the beginning, after the url tag, ] to =.

sorry and thanks! = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-02-23 12:11:08 UTC Post #246333
Heh, i've owned Max 8 for quite a while and never bothered to learn it. Your tutorials seemed to have kicked me into gear. So far i've modelled a stool.. and a stool:

User posted image


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The more I look at my first one, the more I dislike it (and don't ask why I built a seperate high-poly and low-poly version :P).

Think i'll try a small weapon or something shortly. That or i'll make stools for the rest of my life.
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-02-23 12:21:26 UTC Post #246339
Very nice.
Now texer it.
Posted 16 years ago2008-02-23 12:22:54 UTC Post #246340
I gotta' learn how to do it for Source first, haha. One thing at a time! :lol:
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-02-23 14:20:50 UTC Post #246364
not bad captain terror! you too, strider! (i can't model :death:)
Posted 16 years ago2008-02-23 14:39:19 UTC Post #246367
(i can't model I'm Dead - :death:)
Now is the time learn! Check out Rim's tuts.
Posted 16 years ago2008-02-23 15:27:24 UTC Post #246368
i don't have 3d max :death:

EDIT: and don't you dare mention cough t..o..r..r..e..n..t.. cough
EDIT: but i do have a registered version of milkshape 3d. would milkshape do?
THIRD EDIT:
Texture Creation COMING SOON: How to make great looking textures in Photoshop for anything you like.
i love you rimmy :crowbar: hurry up! me's want to learn how to texture!
Posted 16 years ago2008-02-23 21:25:06 UTC Post #246453
I do have a registered version of milkshape 3d. would milkshape do?
MilkShape is in no way as advanced as 3DStudio Max but it does the job for simple projects. I use it for simple model hacks.
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2008-02-24 05:24:20 UTC Post #246498
I want to get a model vault going on my site, but i can't figure out how make a sign in thing for people and all that. its awfully advanced...
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-24 20:06:49 UTC Post #246546
Espen: I dunno. I heard the max 9 plugins exist but I never tried them... I remember seeing links somewhere tho, lemme check my bookmarks and I'll get back to you.

Here's my latest, still no textures, but this turret took me a while:

User posted image


Rimrook: I use that clone/scale edge thing a lot... very useful, though I'm having trouble sometimes welding them to new stuff... I can select each vertex indepentdently, but they refuse to weld.

Do you have some general tips on welding?

Tetsu0: That looks great! Did you day that will be a crowbar replacement?

Strider: Nice stool the second one. = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-02-24 23:32:48 UTC Post #246556
Here's my model of an M3 Grease Gun from WWII:
User posted image
Posted 16 years ago2008-02-25 01:07:26 UTC Post #246562
Espen: So much for any help :)
http://www.wunderboy.org/sourceapps.php#max9_smd

There are 3 tools for welding.

Weld
Target Weld
Collapse

Weld: which works by welding the selected vertexes based on a distance threshold, default 0.1.

Target Weld: Specify a vertex to weld to a target vertex. Handy for welding a seperately modelled element like an arm or head.

Collapse: Never mentioned this one but it has uses. Your selection collapsed into the center of it to 1 vertex. Good for normalizing welds and getting an even result.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-25 17:15:51 UTC Post #246594
I still want you to propose these tutorials, Mr. Rimrook.
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2008-02-25 17:36:14 UTC Post #246596
In the UV window, under tools, there is flip vertically and horizontally, as well as mirror vertically and horizontally.
Posted 16 years ago2008-02-25 19:57:35 UTC Post #246601
I still want you to propose these tutorials, Mr. Rimrook.
Yeah, but I'd lose the only thing attracting people to my site right now, can't you link them or something so no one has to do any extra work?
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-25 21:26:51 UTC Post #246605
Yeah about the Welding:

Here's a pic/link to my max file, maybe if you have time you can try to weld what I'm talking about. I'll just rebuild it if you can't weld it either.
User posted image

Download!
And for that collapse thingie, it seems they have to be part of the same polygon to work? (I couldn't get those guise to collapse)

Skeetz: I was guna make one of those too! = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-02-26 02:58:27 UTC Post #246621
Espen: Follow the tutorial closely, it should teach you how to unwrap it.

And what do you mean by "right angled?"

Captain Terror: I got your file, and on one side you got it on the other you didn't right?

You can not weld these vertex together because they don't share a face and they don't have any open edges. To fix it, it simply turned on "Snap to Vertex" via the snap option settings and dragged it over until it snapped. Its not welded, but it looks like it is and it won't harm your poly count or your model.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-26 03:01:06 UTC Post #246622
Yeah, I thought they had to be "together" else you'd get smoothing errors, but as long as you say it's okey, that's all I need to know! (Yeah, the other side is the same thing: they share the same vertex, but I can't weld them)

Appreciate it! = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-02-26 03:11:53 UTC Post #246626
But.....I'm trying to attract people to THIS site :'(
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2008-02-26 03:29:39 UTC Post #246627
yeah i know....

i guess i could since you could always ban me for being an ass about it.

EDIT: Done.

But you could still just link it.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-26 03:33:54 UTC Post #246628
Here's a challenge. make two seperate boxes then weld them by sticking two sides of each box together. Easier said then done, plus it teaches you the characteristics of welding.

EDIT: DOH! I thought I WAS editing the top post :*(
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-26 03:39:21 UTC Post #246629
Heh.

The decision's yours about the tut Rimrook, if you don't want to - don't do it. It's cool.

About that challenge, what's the difference between attaching and welding (model newbie speaking)?
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-02-26 04:56:47 UTC Post #246632
Attaching says that two seperate pieces are apart of the same mesh even though they are completely seperate. Welding is a way of joining vertexes to bind together into one solid mesh.

if that makes any sense. :/
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-26 06:04:24 UTC Post #246638
make two seperate boxes then weld them by sticking two sides of each box together.
The only way I can do it is to delete the box polygons facing each other.

Is that the solution? :\
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-02-26 06:07:38 UTC Post #246639
Attaching says that two seperate pieces are apart of the same mesh even though they are completely seperate. Welding is a way of joining vertexes to bind together into one solid mesh.
I think I get you. So is there any major performance/practical differences, or are they pretty negligable?
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-02-26 09:52:49 UTC Post #246641
The only way I can do it is to delete the box polygons facing each other.

Is that the solution?
Yup! You're Winner!
The only way to ever do it is it delete the polies facing each other. Thats the solution. In the future, you'll have to do that everything you weld parts together. Most people will not realize this for some time.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-26 21:10:39 UTC Post #246676
Sorry for double posting but...\
yes your site does support PHP and MYSQL...and if you want to know what version PHP it is v4.4.7...most likely that will be upgraded to v4.4.8 sumtime soon but yea it is PHP4 that is being utilized now not PHP5...
Which means I am able to host a Model Vault for ya guys who are serious about it. It'll help everyone out!
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-26 23:18:31 UTC Post #246679
WANT!

I'm aware that doesn't come across as being "serious about it" but I really do think a model vault would be awesome.
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2008-02-27 00:06:16 UTC Post #246680
Yay I won, I won! = )

I'm going to try to do more work on my tank tonight... I want to finish it so
I can work on something else.

Moar Model Challenges pleez... MOAAARRR!

: P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-02-27 00:21:50 UTC Post #246682
you realize if i get a model vault, it needs to be filled up with models... preferrably ones made by users from twhl.
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-27 01:00:26 UTC Post #246683
Woot. Got my photoshop working. All i had to do was re-install it. Some weird bug messed it all up. Now i need to learn PS so i can texture my beast of a guitar. :hammer: :ciggie:

I exported my UV Map But when i load it into photoshop, it won't let me create a new layer. It has the black circle with the cross through it.

Of course, i have no clue what i'm doing anyway. But this is really puzzling.
Tetsu0 Tetsu0Positive Chaos
Posted 16 years ago2008-02-28 09:18:06 UTC Post #246754
Tetsu0: post a link if you want and i'll try? What version of PS?

Rimrook: I just noticed you finished the UVW Unwrapping tutorial! It's long and looks like it took a lot of work... Thank you again! I'm scart to start it cause it looks complex, but I'll force myself! = )

Edit: Slow progess:
User posted image
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-02-28 21:54:29 UTC Post #246834
The barrel looks too heavy and there are two subdivisions that are unnecessary. You can always select vertexes and edges and clip the Remove tool to drop them without harming the surrounding geometry. Its handy for low poly and refining.

To get proper poly count, you can go to the utilities tab (next to create, shapes, lights, etc) and click more, then select the Polygon Counter. This is for Max6,7,8 but not 9 for some reason.

... why a tank? thats an awfully ambitious project for a first model...
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-29 19:19:52 UTC Post #246892
... why a tank? thats an awfully ambitious project for a first model...
hmm, i've created a tank for my first model too :crowbar:
if you ever need any good reference pictures go here
Posted 16 years ago2008-02-29 19:39:12 UTC Post #246897
I love the-blueprints.com! haven't been there in a while though, they added a lot!
Rimrook RimrookSince 2003
Posted 16 years ago2008-02-29 19:49:41 UTC Post #246898
yeah, it's a great place if you want to create your first model or a gun or truck, anything you want to create.

EDIT: if you want to create a gun, i strongly recommend this site :biggrin:

EDIT: on the left, theres a list of stuff like machine guns and stuff. the guns are all in catagorys
Posted 16 years ago2008-02-29 21:05:26 UTC Post #246901
my first model: the challanger tank
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Posted 16 years ago2008-02-29 21:10:46 UTC Post #246902
I'm proud of you HLdude,
TheGrimReafer TheGrimReaferADMININATOR
Posted 16 years ago2008-02-29 21:34:18 UTC Post #246904
oh shut up! it's my first model :\ yes, the turret is too flat, yes there should be more detail on the body, but it's my first model!
Posted 16 years ago2008-02-29 21:57:08 UTC Post #246908
select vertexes and edges and clip the Remove tool to drop them without harming the surrounding geometry
Enormously useful. Thanks! = )

Modguy:
I like your tank! Now do the uvw unwrap tutorial and get those textures straightened!

)

That blueprints site is sweet, but all the Russian tanks I wanted had broken links.
:'(

User posted image

And yeah, I agree I'd have been better off starting with a more-manageable first project. It's not that anything is particularly difficult, but there are so many details to consider... The good thing though is I'm learning a lot and getting quite comfortable with the interface, which is the point I guess!

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-02-29 22:10:31 UTC Post #246909
Texturing that motherfucker looks like it's not going to be easy. Unless that is moreso you're strong point...
Posted 16 years ago2008-03-01 01:55:35 UTC Post #246921
Not to burst you're bubble captain terror, but polygons are made of triangles, which are often simplified for modelling sake. You can have an octagon that reads as 1 polygon, but is actually made of 6 triangular faces, and HL will read it as 6 on the r_speeds. Always count the triangles.

Also, at any time you can throw a bland texture on it unmapped and test it in-game before finishing it. Mostly to see how the scale of it is, smoothing groups, and anyhting else along the way.
Rimrook RimrookSince 2003
Posted 16 years ago2008-03-01 02:29:34 UTC Post #246923
KK i updated the screenie! btw, what do you think would be a good polygon budget for this guy?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-03-01 23:52:43 UTC Post #247002
If its the star attraction to a scene, about 3000. But what you have is ok if you clean it up and start focusing more on what detail you can add with texturing. The wheels and the barrel don't need to be as round, so start there. The rest looks fine.
Rimrook RimrookSince 2003
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