Pericolos0 Posted July 27, 2005 Report Posted July 27, 2005 heres a little tutorial i've written for the insurgency crew a while ago, i thought i could share it cos one of these days someone is gonna ask how this can be done This is just a little tutorial on how to make your 3dsmax models align perfectly with the architecture created in hammer. It's really easy and you could have prolly found out yourself ;p anyways. I made this little building part in hammer, and i want the top to be a nice detailed tower, so it's best to have that modelled first we'll setup 3dsmax's grid to fit with hammer's in 3dsmax, go to customize->grid and snap settings set home grid like this (multiples of 2): alright now switch back to hammer. Export the brushwork you made to .dxf (not the entire map ofcourse ). And import that dxf file in your 3dsmax document, like i did with the building. for some reasons imported dxf's are always inverted, so just flip the normals as you can see now, the model should align with the 3dsmax grid perfectly. You can quickly unwrap it if u need the textures to align with the extra bits of architecture you're gonna model. I modelled this thing at the top thats pretty much it. Delete the brushwork model now, make sure the modelled architecture aligns to the grid and has a nice origin, and export it. It should fit perfectly with your brushwork in hammer now pretty easy and fast working method for me. import the rudimentary architecture, spice it up, and reimport the mesh parts ;p. It's also a good idea to make your mesh parts in such a way that you can reuse them in different parts of the map. you can also use the same texture for both model and brushwork in hl2, just make a new vmt for it. Quote
st0lve Posted July 27, 2005 Report Posted July 27, 2005 good tutorial peris~ I think the origin part is the most important thing with the models, you should have it on an perfect '8 if you understand me. Quote
KungFuSquirrel Posted July 27, 2005 Report Posted July 27, 2005 good tutorial peris~ I think the origin part is the most important thing with the models, you should have it on an perfect '8 if you understand me. Origins are by far the most important part of a model. If you're working in a team where your artists don't understand this, you will cry. An old Game Developer had an excellent article by Lee Perry a designer for (at the time, at least) Epic covering the UE2 static mesh system and logical origin placement for modeled props based on how you'd be using them. I.e. when to center, when to line up to an edge, when to line up to a corner, etc. Do they keep those archived online? Would be an excellent resource combined with this. Especially since Valve still hasn't added wireframe model rendering to the 2d views. Grah!! Quote
Pericolos0 Posted July 27, 2005 Author Report Posted July 27, 2005 yeah another good thing is to press s when moving around your model for a proper origin, this way it'll always snap to the grid Quote
Fullauto Posted July 27, 2005 Report Posted July 27, 2005 Someone should compile all these pearls of wisdom Peri keeps spitting out Quote
ReNo Posted July 27, 2005 Report Posted July 27, 2005 Yeah, submit them as tutorials to snarkpit or something - just posting them in random forum threads doesn't make them too easy to find for the general population Quote
Pericolos0 Posted July 27, 2005 Author Report Posted July 27, 2005 Yeah, submit them as tutorials to snarkpit or something - just posting them in random forum threads doesn't make them too easy to find for the general population oh good idea EDIT snarkpit wants me to 'check the spelling and resubmit' fuck that shit Quote
SKULLHOZER Posted July 4, 2006 Report Posted July 4, 2006 Um, and how would one do this in Maya? Quote
hessi Posted July 4, 2006 Report Posted July 4, 2006 Um, and how would one do this in Maya? i wrote a pdf on that a while ago. here is a list of all my tutorials: HL2 und Maya: http://www.thomashess.net/exchange/tutorial_maya_hl2_workflow.pdf setting up maya to work with hl2 exporter http://www.thomashess.net/exchange/tutorial_maya_hl2_fitting_objects.pdf fitting objects in maya (SKULLHOZER thats for you) http://www.thomashess.net/exchange/tutorial_maya_hl2_tree_trunk_modelling.divx modelling a tree trunk http://www.thomashess.net/exchange/tutorial_maya_hl2_tree_trunk_modelling_leaves.divx placing leaves on your tree http://www.thomashess.net/exchange/tutorial_maya_hl2_tree_trunk_modelling_birdy.divx pimp up ya tree unsorted: http://www.thomashess.net/exchange/tutorial_hl2_vertexalphafake.pdf vertexalpha fake http://www.thomashess.net/exchange/tutorial_hl2_vertexlighting.pdf basics on vertexlighting in hl2 Photoshop http://www.thomashess.net/exchange/tutorial_photoshop_hl2_detailed_shadows.pdf tree shadows with high fps http://www.thomashess.net/exchange/tutorial_photoshop_hl2_tree_texture.divx creating tree textures http://www.thomashess.net/exchange/tutorial_photoshop_hl2_tree_textures_resource.rar reference images for tree texture tutorial PS: feel free to link on this forum's thread whenever someone asks for the same stuff on other forums. i didnt found enough time to code a tutorial section for my website yet Quote
von*ferret Posted July 4, 2006 Report Posted July 4, 2006 we have a place for this in the engine help forum. Quote
Defrag Posted July 8, 2006 Report Posted July 8, 2006 KFS: I think Gamasutra has the tutorial you're thinking of (and it is indeed very helpful). Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.