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CS:GO modeling (formats and programs)

  • RealaxFourX
  • March 31, 2016 at 8:06 PM
  • RealaxFourX
    • March 31, 2016 at 8:06 PM
    • #1

    Hello everyone.


    I will be studying modeling in a few days and I'm curious, what program (Solidworks or Maja, maybe others) would be the best to create props like Pantheon's dome, architectural columns, vehicles, maybe sculptures etc .for cs:go and those programs wouldn't consume so much time as 3D MAX?

    Also, what file formats does source engine support?

  • Vorontsov
    • March 31, 2016 at 9:37 PM
    • #2

    Google is also your friend. I'd get rid of the modeling for a specific project / game mentality for now, first you need to learn the basics and fundamentals before doing those projects / games any justice. It will take more than a few days study, you're gonna need to model for about 6-12 months to fully get the grasp of it and be able to walk on your own feet, so to say.

  • RealaxFourX
    • March 31, 2016 at 10:10 PM
    • #3

    Thanks. If it doesn't matter which program I will learn, all formats will be acceptable for cs:go? I didn't find the answer in this article, nor google is offering any help.

  • Vorontsov
    • March 31, 2016 at 10:15 PM
    • #4

    See that's the thing, you literally don't need to worry about any of that shit at the moment since you don't even know how to 3D Model. All the documentation for your "format" question exists on Valve's Development Wiki. The program doesn't matter because none of them natively support CS:GO.

  • RealaxFourX
    • March 31, 2016 at 10:16 PM
    • #5

    So even Solidworks can be enough to make models for cs:go?

    I have some experience (how to make basic shapes like a realistic cup, a table, a pitcher with two handles...) with 3D max before (but now probably forgot almost everything. But before learning on a new program, or maybe on 3D max, I would like to know if it will be possible to transfer models from those programs to cs:go. The most difficult object which I'm planning to make is a realistic angel sculpture and a helicopter or current crashed helicopter's collision model.

  • Vorontsov
    • March 31, 2016 at 10:36 PM
    • #6

    If I'm not wrong Solidworks is for Computer Aided Design (CAD), useful mostly for architecture and engineering, less so for any type of game asset creation. If you have small experience with 3ds Max then get it and learn it for 3 months MINIMUM before focusing it on CS:GO. It should save you a lot of headaches and troubles, so that you can tackle the ones that will come with getting your shit into CS:GO.

  • JSadones
    • March 31, 2016 at 11:41 PM
    • #7

    I'm in the same boat as you, what I'm trying to do is making a model a day and Googling/Youtubing when I'm not.

    Program I'm using is Blender, free open Source and it's on Steam! (Awesome for tracking how long you have spent in 3D)

  • leplubodeslapin
    • April 1, 2016 at 12:52 AM
    • #8

    Solidworks or Catia are not appropriate for modeling for videogames. They are dedicated to 3D Volumetric modeling, but therefore you have no control on the meshes you're doing (the amount of triangles, vertices, edges, how they're organised, etc ...)

    You should use 3DSmax / Maya / Blender, even if sometimes modeling with Solidworks would be a lot easier for technical stuff (i'm personally using Catia but only at work, not for 3D modeling for games).

    Maybe there's a way to export meshes from solidworks/Catia to 3DSmax/Maya/Blender (probably through STL file format), but it will be awful to work from it and export it to Source afterwards.

  • blackdog
    • April 1, 2016 at 11:58 AM
    • #9

    @Vorontsov think he's so focused on CSGO because you want to see results for your work, people starting need that "ego boost" (that's why I still haven't tackled any modelling myself, knowing you won't see results for months is a drag).

    Isn't the process of getting models in UE4 much easier? To get a little reward wouldn't be cool to render the tests on there for eg?

  • leplubodeslapin
    • April 1, 2016 at 12:36 PM
    • #10

    I don't really understand why people think it's so hard to get a result ingame.

    I should make a video showing my method maybe. @blackdog would that help you ?

  • JSadones
    • April 1, 2016 at 2:01 PM
    • #11

    This article on the VDC is pretty straight forward to get your model ingame.

    And decompiling official models is always a good way to learn from it too!

  • tomm
    • April 1, 2016 at 2:58 PM
    • #12

    It's 2016 jeez, you shouldn't have to edit text files for every single thing.

    That wall of text could easily discourage anyone, especially beginners.

  • JSadones
    • April 1, 2016 at 3:04 PM
    • #13
    Quote from tomm

    5 minutes ago, tomm said: It's 2016 jeez, you shouldn't have to edit text files for every single thing.

    That wall of text could easily discourage anyone, especially beginners.

    What other ways are there besides WWMT?

  • Vorontsov
    • April 1, 2016 at 3:33 PM
    • #14
    Quote from JSadones

    28 minutes ago, JSadones said: What other ways are there besides WWMT?

    Get Modo and use @tomm's plugin. :D

  • clankill3r
    • April 1, 2016 at 3:33 PM
    • #15

    Blender is great and free.

    I think autodesk will kill 3dmax in about 15 years.

  • JSadones
    • April 1, 2016 at 3:37 PM
    • #16
    Quote from Vorontsov

    3 minutes ago, Vorontsov said: Get Modo and use @tomm's plugin. :D

    Had a look at it, and the price is a bit... too much...

  • tomm
    • April 1, 2016 at 3:42 PM
    • #17
    Quote from JSadones

    30 minutes ago, JSadones said: What other ways are there besides WWMT?

    I'm just playing around with blender's source tools now since I've never used them before. I like the fact that it lets you compile the models.. but it still relies on you having created the qc file, which is a shame. I'd expect stuff like this to be handled by those tools.


    Quote from Vorontsov

    4 minutes ago, Vorontsov said: Get Modo and use @tomm's plugin. :D

    shh, I was trying to go slow on him. We have to be subtle with converting blender users to modo.

  • Vorontsov
    • April 1, 2016 at 6:46 PM
    • #18

    @RealaxFourX Took the time to rewrite the guide today & it should answer a few more of your questions. Read the CS:GO Section at the bottom.

  • blackdog
    • April 1, 2016 at 8:13 PM
    • #19
    Quote from leplubodeslapin

    7 hours ago, leplubodeslapin said: I don't really understand why people think it's so hard to get a result ingame.

    I should make a video showing my method maybe. @blackdog would that help you ?

    Well you just read it is not like in posts before, or did I misinterpreted what Vorontsov wrote? Also to consider, on top of just modelling, if you are getting into the custom things, you also need to learn texturing(?).

    Anyway, I would be happy in seeing your workflow, although I must be honest, it's mostly laziness I haven't started anything yet. Also "occasion", I mean seems stupid to start using energy on modeling, when I have never yet published completed a whatever map. That's what I'm trying to focus at the moment, that's why I went with the singleplayer (I find it conceptually easier than multiplayer).

  • RealaxFourX
    • April 2, 2016 at 11:24 AM
    • #20
    Quote from Vorontsov

    16 hours ago, Vorontsov said: @RealaxFourX Took the time to rewrite the guide today & it should answer a few more of your questions. Read the CS:GO Section at the bottom.

    Thanks, you're a real life saver. I hope more people would be so friendly and dedicated to community as you are.

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