Modeling...

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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CrinklyArse
Posts: 5493
Joined: Sat Feb 19, 2005 12:57 am

Modeling...

Post by CrinklyArse »

after collecting the tools of mapping and also collecting quite a few niffty models i began to wonder what you needed to begin modeling, as i think it probably suits me more than mapping ;)
I never see not much talk around here about mapping and (to my greatest annoyance) all the mapping resources from the old forums have gone :icon33: :icon33:

i have looked it all up on the t'internet, but its mostly tutorials and nothing on the programs you need and where to get them :icon33:

{{{{though i think i recall finding something that said you needed 'milkshake3d' or '3D Studio Max' somethin along those lines :confused:}}}}

all help appreciated ;)
[url=http://www.last.fm/user/Resplended/?chartstyle=Awesome35][img]http://imagegen.last.fm/Awesome35/recenttracks/3/Resplended.gif[/img][/url]
corsair
Posts: 972
Joined: Fri May 18, 2001 7:00 am

Post by corsair »

I hardly know anything about md3 creation, but i hope I can be of some help

First off, it's called Milkshape 3D ;], and can indeed be used to create md3's, ((download: http://www.download.com/3000-2121-10050779.html ))
Also, a free (limited) version of 3dsMax can be downloaded from http://www.discreet.com , and is called "gMax", I'm not entirely sure if the -*.* to *.md3- converter works on gMax-made files though.

edit: apparently Kat can be of more use for you;
Kat wrote:Anyway to gmax... what you need to do is load up tempest and go to it's plugins folder (or 'scripts', I can't recall off the top of me noggin). There should be a file in there called 'Exportmd3.dle' which you need to copy from the tempest plugins folder to the gmax plugins folder.

By the way... MilkShape has it's own quite functional MD3 exporter - you *shouldn't* be trying to use an external 3rd party plugin with that app - you do have to create a *.qc file before you export though otherwsie it'll bork things up.
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

corsair wrote:...edit: apparently Kat can be of more use for you..
ooooo hello sailor :icon25:

@ CrinklyArse : If you want to really get into modelling but not in a professional capacity (i.e. hired into a game dev) the stick with the known freebies (or low cost) apps that have a pretty decent support set for game related modelling. Right now that's gmax, (strawberry) MilkShape and Blender 3D.

It kind breaks down like this
- Of the 3 Blender is 'traditionally' the hardest to get to grips with becasue it has a very unique interface but it now combines the toolset power of gmax with the import/export of MilkShape (although still limited relative to that app, I don't think *anything* has that extensive and I/O tool set).

- MilkShape and gmax have a lot in commonin terms of the interface and how they work but MilkShape is less complicated to use and has much superior export/import capabilities than gmax (that's it really big strength). It's got a limited tool set.

- gmax on the other hand has limited import/export functionality (effectively only that which is supplied by additional 'gamepacks') but has a vastly greater and much more powerful tool set.

Personally I have and do use all 3, MilkShape is worth the $20 or so dollars for a ligit version btw.

Your right about there being many tutorials around for level design related stuff which is one of the things I'm hoping to fix... I'm in the process of adding tutorial resource like that to my webbly site so it's worth having a look. You'll still want/need to look at the various tutorials that *are* online regarding 'traditional' modelling though as they really help you to understand "how it all works".

That's about as general as I can be without knowing specifics of what you're thinking. Download the apps mentioned above and just poke around with the tuorial files that you can find for each (except MS, not sure if that has any)
Magnus
Posts: 529
Joined: Wed Feb 16, 2005 6:38 pm

Post by Magnus »

Hey CrinklyArse.

I'm no expert but I do know a few good resources. I've been dealing with a lot of this stuff lately.

Look at my post near the bottom.

http://www.quake3world.com/forum/viewtopic.php?t=2757

Hope it helps. :icon1:
Uh, well....good luck with that. :shrug:

[img]http://i57.photobucket.com/albums/g228/Magnus3204/forumheader.jpg[/img]
CrinklyArse
Posts: 5493
Joined: Sat Feb 19, 2005 12:57 am

Post by CrinklyArse »

hey thnx for all the help guys, especially kat! just of to download everythin and have a play :)
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CrinklyArse
Posts: 5493
Joined: Sat Feb 19, 2005 12:57 am

Post by CrinklyArse »

hay i now have milkshape and am downloading gmax as i speak me is a happy bunny and of to find tutorials...
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Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

I've just started with Maya 6.5 myself. I'm hoping that my GtkRadiant 1.5 skills will ease up the learning process a little. :p
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

It's so very different. I hoped knowing modelers would make radiant easier...
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

Kaziganthe wrote:I recently aquired and started messing with 3dsMax7... and the hardest part insofar is the UVW mapping. I'll get a model all nice and finished, and then unwrap it and be left with a massively fragmented image.... no fun :P
Read the bit about 'skinning the mesh'
http://www.quake3bits.com/htm/tutorials ... _with2.htm

I did have a tute on UVW specifially in the works but haven't found the time to do it yet.
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