Author Topic: The new and improved 3D model topic!  (Read 4642754 times)



BMP-2 model so far, I have no plans to put it in the game but if anyone does just say something.



Low poly K Wagen
« Last Edit: November 20, 2016, 04:29:45 PM by Siberian Husky »


Practicing making stuff in blender as opposed to my normal phone, decided to make a scythe/hook sword thing. Any advice on how to git gud at modeling?

Make things proportional, and practice.

Make things proportional, and practice.
Cool. Thanks for the advice

Any advice on how to git gud at modeling?
model on a computer instead

model on a computer instead
he's doing that now
he's learning
he's a good boy

@siberian: work on your proportions. models look well designed but your proportions are far off, or at least appear so. consider modeling in orthographic view if you dont already to get a better sense of the actual size of each part relative to each other.

i guess they could be more realistic than blocky, which would make them somewhat more proportional - either way, when modeling things for blockheads scale everything to the head unless it doesnt apply (eg seats). this will result in most barrels/bullets becoming oversize, but appear correctly/well scaled compared to blockheads.

@space: learn the commands to do things like bevelling and subdividng and rotating + how to adjust views. a good (full book) reference is here:
https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro

and a good quick reference is here (its cluttered but pretty comprehensive):
https://i.imgur.com/E42hJ7I.jpg
« Last Edit: November 21, 2016, 04:33:08 PM by Conan »



Slowly and painfully im finishing this.
Also proportions are hard :(

EDIT: does anyone know of a free program that I can use to add texture like cast metal and scratches onto my model?
« Last Edit: November 22, 2016, 02:18:53 PM by Siberian Husky »



I'm working on a player model that wears a christmas sweater, but i've never done player models before, so how do i fix not being able to change certain nodes and certain nodes not having shadows? I imported m.dts and went from there, but i didn't make my own materials, i used what was already being used by the model, same thing goes for objects, i took the Rarm object and made the new arms from there, and the text files for the nodes are all correct as well

Also the animations are borked, but the hierarchy is unchanged

Also, any suggestions? The arms have a bend in the middle for elbows, but you can't really see it in that picture

-wtf i tried to modify but it instead made another post-
« Last Edit: November 24, 2016, 01:40:41 AM by Trogtor »

i think if you wanted a static color you'd have to make a material.
oops, you said nodes not colors.

check my skeleton playertype for seeing how you can limit certain nodes (which i shamelessly took code from something else)
https://forum.blockland.us/index.php?topic=303477.0

besides the animations, ive been trying to figure out why my animations were breaking for my player models but ive gotten no help.
« Last Edit: November 24, 2016, 01:40:09 AM by Trogtor »

Your skeleton player model hides both chest nodes and mounts an image for the rib cage, i need it to be an actual player model so i can 1) replace both the male and female torsos with one that's wearing the sweater, and 2) i need the arms to function like arms, you can't mount anything to the arms, and if you mount something to the hands, the model will just rotate with the hands

I think it's possible to fix the animations by importing the DSQ onto your model, but while it did fix the run animation, it seems to have slowed it down a bit, and it may not be possible to import certain animations because some of them are blank so that they can be layered on top of another animation that's currently playing, like the crouching animation with the brick plant animation layered onto it

Attempting to import the layer animations causes the whole model to collapse in on itself, i'm not sure what results from exporting the animation like that though as i've yet to try that

It seems that exporting the animation, despite the model collapsing, works just fine in game, so it seems actually possible to fix the animations

Also, be aware that some animations may not import due to missing nodes, like 'armready.dsq' can't import, the missing nodes are just nodes that no longer have '100' in their name like 'Hip', 'LeftHand', 'Torso', etc, but there are two nodes that the DSQ has that most others don't, and that's 'Decal100' and 'Unlink', so unless you can just create those nodes and put them wherever, you still can't import that animation anyway
« Last Edit: November 24, 2016, 07:07:54 AM by Masterlegodude »