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[1918]tibmaker
02-04-2006, 11:05 PM
Note, this is for TotalBF2 only atm. However, you may find a few of my copies out there. Anyways, I found an old tutorial of mine that I made a while back. This one was written for GMAX, but will easily translate to 3dsmax. As you can see, it is not the same format I use now, but it'll work. Have a good read :P

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First off, you need GMAX or 3dsmax.

Install it and continue:
#1 Open up GMAX.
Once you open it up, you notice certain things. The top menu, the 4 inside windows, and the right panel. The 4 inside windows show you 4 viewports of the 3d space; Top, Left, Front, and Perspective. Modelers use all 4 of these to get good and accurate dimensions and the perspective for viewing the model.

#2 Insert a box shape
Look to the right panel. You will see a drop down menu called "Standard Primitives" and below that are several buttons with names of shapes on them. Click the square button. Its now hilighted. Now move your cursor into the perspective inner window and click and drag to create the box shape.

#3 Viewing Commands
Now you have a box. You see it in all 4 viewport windows. Each of these windows has viewing commands. The first and most basic is the mouse. If you have a middle button in your mouse, you simple click and hold that in any of the 4 windows and you can pan the screen. Then you can scroll a mouse wheel if you have one to zoom in and out. The other viewing options are in the bottom right. You can click one of those and use them on the viewport windows. Mainly use these on the perspective window.
Go ahead and try them around a bit.

http://img.photobucket.com/albums/v26/Hero_764/Tutorials/modeling.jpg

#4 Manipulating Objects
Once you have your view commands done, you should learn how to move, rotate, scale, and do various other things with your box. Look on the top for a set of buttons; A + sign which means move, a rotation, and a scale:
The + sign button (Means move) moves the object, the rotation rotates it, and the scale scales it. Go ahead and click these and then click and drag your box and initiate these commands on your box. Test and practice makes the best.

http://img.photobucket.com/albums/v26/Hero_764/Tutorials/modeling2.jpg

#5 Exploring more shapes
You know where the square button is now. Go ahead and drag in all of the other shapes. Move them, rotate them, do whatever with them. Models are made up of many of these shapes in combinations so its just a must know to play with these. Note that the teacup is not one of these shapes hehe.

#6 Starting over with more advanced features
Use your mouse, and select all the shapes in the perspective window. Delete them. Now redraw a box (the only thing you should have is a box). Now you will take a look at the parameters. To do this click your box. Then look at the top panel for a little blue ribbon tab:
Notice Length, Width, And Height, along with the Length Segs, Height Segs, and Width Segs. For now only touch the Length, Width, and Height and set them all to 64 to create a perfect box, Do not touch the segs. This sets all the parameters for this object. The same thing can be done for other shapes.

http://img.photobucket.com/albums/v26/Hero_764/Tutorials/modeling3.jpg

#7 Vertex and Mesh Editing
So you wonder about what those segs are. For now, leave them all at 1. Click your box in the perspective window again. Now on the most top text menu, look for and click Modifiers->Mesh Editing->Edit Mesh. This automatically puts a drop-in menu to your right panel. Click the + sign to expand it and then click vertex:
Now look back in your 4 viewport windows. You now see tiny blue little dots on the corners of the square. These dots are called vertexes. Modelers manipulate these dots to add even more detail to their models. Go ahead and select a dot and move it. It distorts your box, haha! Go ahead and experiment with this a bit more. Now remember that thing with the seg's? Well you now notice in your right that below the Edit Mesh expand menu is "Box". Click that and your back to your parameters. Go ahead and increase the segs to 2 each. Oops! Now your model is really distorted. If you want to get it back to normal right click Edit Mesh and delete it then reapply it by Modifiers->Mesh Editing->Edit Mesh. Now its all back to normal. You now notice that there are double the amount of vertexes on your box. You can keep on increasing these by increasing the segs. Experiment with this a bit more until you feel confortable going on with the next step.

http://img.photobucket.com/albums/v26/Hero_764/Tutorials/modeling4.jpg

#8 Testing your abilities
Well you know all the basics by now. Now to perform a test on your skills. Show them to me! Make me a tank turret with all your skills you acquired. Doesnt have to look good, just make it look decent enough to show off. Remember it took most people weeks and even months to learn modeling. The only good modelers are the ones who show their work.

Okay so that does it for the modeling tutorial, and you now know your basics. Any questions or your work can be shown in this topic. Remember to continue your 3d learning by studying more tutorials and practicing!
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Yep, rather a bit confusing than my others. Just keep working at it and enjoy,
tibmaker

Jacky
03-04-2006, 10:13 AM
I dont think i'm going to be a moddeler :hmm:

imported_UH60BHPilot
03-04-2006, 11:40 PM
Heh, this is kind of vague, but I'm gonna give modelling a shot anyway. Will defiantly help me make statics for my maps.

hemimotorz
03-07-2006, 05:33 AM
I dont think i'm going to be a moddeler :hmm:

GMAX is the wrong tool to think modeling is over the top for you. GMAX sux there are alot simplier interfaced programs out there. I preffer lightwave cause modeller and scene animation lay out are too diffrent programs alot less clogy. But then again anything decent as far as I've seen is expensive.

BigFinger
03-07-2006, 08:39 AM
3dcafe is a good source of free tutorials too.





.

BigFinger
03-07-2006, 08:50 AM
GMAX is the wrong tool to think modeling is over the top for you. GMAX sux there are alot simplier interfaced programs out there. I preffer lightwave cause modeller and scene animation lay out are too diffrent programs alot less clogy. But then again anything decent as far as I've seen is expensive.

try this

FREE PERSONAL MAYA (http://www.alias.com/glb/eng/products-services/product_details.jsp?productId=1900003)

dont know about maya but its not supposed to be bad... I use solidworks here at work all day every day..

if anyone uses that i would be happy to help with modelling questions.

never done a model for BF though.. i could make one no trouble at all but get it into the game ?? wouldnt even know where to start.



.

Icy-Spicy
03-08-2006, 02:10 PM
Modeling is a difficult art to master in the beginning, but as you gain more experince it gets more fun, goes faster and becomes easier.
There's a Gmax forum where you can ask about any question about Gmax and 3ds Max.
http://gmax.planettime.de/main.php

Making a low-poly weapon tut:
http://www.ghostrecon.net/html/mod-gun-models.htm

That should get you started pretty fast ;)

netsharp
04-15-2006, 09:09 PM
heres my 1st attempt of modeling its and M4A1
http://i45.photobucket.com/albums/f100/netsharp/MYM4.jpg

[1918]tibmaker
04-18-2006, 01:52 AM
That's great! Doesn't matter where you learn modeling, it's just about introducing people to a whole new world :P Now I can assure you, this tutorial I wrote was really basic, but if you find another way, go ahead and post it up on here!

Chilicheese
04-19-2006, 09:36 PM
Heres my first model...rate it please :) (for a first)

Icy-Spicy
04-20-2006, 03:16 AM
That's very good for a first, definately better than my first

Red Devil
04-26-2006, 05:09 PM
Can I use 3DS Max 3 for modeling objects for BF2? 3DS Max 7?

imported_urabggr
05-10-2006, 12:00 AM
Hey I made this Uzi as my first model :

1653

Anyway I have a few questoins cause I know I did a bunch of things wrong. First off... what do I need to get just a basic model into the game (or any game for that matter). I really have no clue as to how to texture, animate, and do whatever else i need to do.

Also, for things like those bump-lines (for lack of a better term) on the sides, I just make other shapes (like cylinders in this case) and have them partially inside the main body of the gun. Is there a better way to maybe mkae "bumps" on objects? Also, I'm having trouble making indents and the like in objects. I can use boolean to cut holes in objects (like the on the butt), but when i try to just make indents (anything that doesn't completely cut through the object), it doesn't really work. How can i do this?

I really feel like I have too many questions to ask. I have read a bunch of tutorials, but they all only cover small subjects or are very vague. Is there anywhere I can go for some COMPLETE info on 3ds max7? I'm thinking of gettting a book for it.. would that help? Thanks for any imput!

imported_urabggr
05-20-2006, 09:38 PM
Well I didn't get any response from my previous post, but thats ok cause I completetly re-did my Uzi, starting over from scratch. I figured a bunch of things out and feel like I'm rapidly improving at using 3ds Max7.. althoguh I know I still have loads moe to learn. Anyway, this is the new Uzi: 1711

I feel like I'm pretty much done with the modeling part of the gun and now need to work on texturing it and putting it in the gme. I've read a bunch on this and haven't accomplished much. I can sorta texture the gun, although I'm not totally sure how to texture it well. Also, when i try to texture the weapon, if i texture too many parts, 3ds Max just crashes. So far, I haven't been able to texture more than half the gun. Any input or help would be greatly appreciated, thanks!

Jacky
05-20-2006, 10:17 PM
looks nice. How long did it take you to make it ?

imported_urabggr
05-21-2006, 03:01 PM
Well since it was technically my second time doing an uzi and I knew most of the basics, it took me about six hours. Of course this was over the course of a week or so, so it could be a little off. Then I made an exact replica of a pen for my friend cause they didn't believe that I actually did the Uzi myself. Right now I'm working on a P-51D Mustang cause its my dad's favorite plane (he used to be a pilot) and I wanted to try and make a plane. It's coming along pretty well...

Brindled
05-28-2006, 01:45 AM
i have searched and searched the forums for current F22 models being made, but have found none. i would like to learn to model and skin, if needed, to make one. i figured if i had the model made in a finished state some mod would want it, or i could put it in a j10 vs. f22 map.

please, i am asking for someone to point me in the right direction. what program could get me started on the model of the f22? i have no money to be able to put toward this venture, just my time. Bigfinger mentioned maya, would this do?

point me in the right direction, and i'll keep going.

i just wanna fly an f22 in bf2, and no one seems to care to model it.

edit: i've found this freeware, owned by google, and i wondered what some of the pros on here think.
http://www.sketchup.com/?section=downloads

BEEX
06-09-2006, 06:55 AM
modeling an f-22 is a big job even for us full conversion modders,its no easy feat,modeling and texturing a plane is one of the most complex models to make,well really its not too hard to model...lol,but if you want it to look good its 50 to 100 hours of work from start to finish..argh the pain!..lol
start with something simple,a handweapon for example to learn the basics.
you will see an f-22 in a side project im workin on...he he heeee

Brindled
06-10-2006, 01:18 AM
thanx, for the reply. thought i would never get one. i believe you about the complexity, and you may note that i havent started even trying to model it. if you would keep me up on that mod, please. i've always loved the f22, even before they chose it over the yf-23.

Sir. Tasty
06-19-2006, 07:13 PM
im sure theres more to it than the modeling how do you set the , bullets relaod time , all that stuff..

CraZy=FlAmInGo
07-27-2006, 01:56 AM
im definatly gonna have to give modeling a try, it looks intimadating but i will try anyways. thanks.

SJB
08-01-2006, 07:38 PM
Does anyone else have the Bf2 editor?

Hayden-G
08-04-2006, 11:54 PM
i have searched and searched the forums for current F22 models being made, but have found none. i would like to learn to model and skin, if needed, to make one. i figured if i had the model made in a finished state some mod would want it, or i could put it in a j10 vs. f22 map.

please, i am asking for someone to point me in the right direction. what program could get me started on the model of the f22? i have no money to be able to put toward this venture, just my time. Bigfinger mentioned maya, would this do?

point me in the right direction, and i'll keep going.

i just wanna fly an f22 in bf2, and no one seems to care to model it.

edit: i've found this freeware, owned by google, and i wondered what some of the pros on here think.
http://www.sketchup.com/?section=downloads

I use sketch up for basic stuff, like crates and such. It can do way more advanced stuff, but i don't use it for that.

cantfinddeletebutton
08-11-2006, 12:45 AM
i think i will just stick with downloading somebody elses mods lol this seems hard

Kawasaki12
08-14-2006, 10:24 PM
check out my amazing modeling of a glock! http://i81.photobucket.com/albums/j230/Kawasaki12/Glockrenderpic.jpg This one is a little better, but its a pen instead http://i81.photobucket.com/albums/j230/Kawasaki12/Pen.jpg

Snipe_King_06
08-30-2006, 08:14 PM
Well I didn't get any response from my previous post, but thats ok cause I completetly re-did my Uzi, starting over from scratch. I figured a bunch of things out and feel like I'm rapidly improving at using 3ds Max7.. althoguh I know I still have loads moe to learn. Anyway, this is the new Uzi: 1711

I feel like I'm pretty much done with the modeling part of the gun and now need to work on texturing it and putting it in the gme. I've read a bunch on this and haven't accomplished much. I can sorta texture the gun, although I'm not totally sure how to texture it well. Also, when i try to texture the weapon, if i texture too many parts, 3ds Max just crashes. So far, I haven't been able to texture more than half the gun. Any input or help would be greatly appreciated, thanks!

I love it! I tend to like Uzis

foxking
02-01-2007, 08:48 PM
now we know how to model in 3dsmax - how do we get the models into bf2?
I made a greenscreen so i can do some cool SFX like a bf2 soldier running across a real life road and stuff.

This_guy_faith
03-31-2007, 09:38 PM
Do these modding programms cost?

Tomtheman2
04-09-2007, 03:33 PM
I have built a tank. Please tell me what you guys think of it.

http://i2.photobucket.com/albums/y13/tomtheman2/tank2-1.jpg

I am not sure how to put camouflage on it though. If some one know how to put it into the game please contact me as I would like to make more vehicles for a mod.

Thanks

Sir. Tasty
07-05-2007, 10:41 PM
Press M and it will bring up the material editor, you can add jpeg/dds files, you should do a uvw map, google it ;)