Player Model Creation - Help

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Mon Dec 31, 2007 4:41 am

  • Hi.

    I'm Oblivion and I'm g-... er... I'm a modeler+texturer. :lol:

    I have been wanting to make a player model for so long and finally I have the drive to do so. :P

    Anyway, my problem is I work in 3dsMax and have no inclination nor patience to learn GPL tools like Blender or Milkshape. I have blender tho and can more or less navigate in it (Though I still get lost every now and then). Is there a description/tutorial somewhere where people who worked with 3dsMax have successfully imported player models into Nexuiz?

    If not, any tut in blender will probably do.

    Note that I have no problems with modeling or texturing since I've been doing that already. I just need specifics on rigging and exporting for Nexuiz. :S

    Thanks. :wink:

    Also, what models work best? Single mesh or jointed?

    Also, what's the usual polycount limit?
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    Oblivion
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Mon Dec 31, 2007 5:43 am

  • I have no idea about 3ds, although it would be easy enough to export/import models into Blender. We should soon have a Blender exporter, thanks to ishan.

    The models right now are pretty high poly- some more than 3500 tris. This isn't optimal- you should aim for 1800- 2500. You should model really high poly, then reduce it, and make up for the difference with tangent-space normal maps (this is what they do in all the new games).
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    torus
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Mon Dec 31, 2007 6:35 am

  • afaik isn't 3DS Max a choice program since it has a fully-functional .smd exporter? Or am I confusing it with another program? I haven't exactly had a perfect record lately of Nex facts :)
    Shoe
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Mon Dec 31, 2007 6:50 am

  • Obi, I'm pretty sure the models are free to have what ever they like...
    What you need to do would be:
    - Model
    - Make a skeleton / Use another one
    - Rig the model
    - Export as smd
    - Then convert to zym

    To convert to a zym you need those model tools morphed always talks about... iirc
    A zym exporter is in the orinal playermodel pk3s. Make sure to edit config-zym.txt.

    You know what obi, ,you've inspired me to write a HOW-TO Nexuiz Modeling... Because there is all this information spread out over the forum, but not one single guide.

    I hope this helped..
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    shaggy
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Mon Dec 31, 2007 6:55 am

  • Shoe wrote:afaik isn't 3DS Max a choice program since it has a fully-functional .smd exporter? Or am I confusing it with another program? I haven't exactly had a perfect record lately of Nex facts :)

    Yes, 3ds max is pretty much the only 3d modeler with a working smd plugin, afaik.

    @Oblivion: since i don't know anything about modelling, the only advice i can gice you is to have a look at the current model's source files and see if that helps you in any way...
    (they can be found here: http://svn.icculus.org/nexuiz/trunk/modelsource. the web-frontend seems to be broken atm, i've mirrored that stuff here)
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    KadaverJack
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Mon Dec 31, 2007 8:21 am

  • Torus:
    Thanks :) And yes I know normal mapping. Doess nexuiz support it? :shock:
    I'll try for low poly models first though.

    Shaggy:
    Good luck with the tut. Hey... rigging again. How would I rig the mesh? bone naming conventions? etc? Do I save poses? *sigh*

    KadaverJack and Shoe:

    :D YAY!
    Where can I grab the smd export plugin?

    btw, KadaverJack, the link returns a 500 Internal server error. EDIT: Nevermind, your mirror works fine. Thanks!

    Thanks guys. I'll try to make a model first then wprry about rigging and exporting later. ~2000 will be my poly limit for now. bbl when I have screenies :D

    EDIT: Found the exporter, Thanks.
    http://www.chaosincarnate.net/cannonfodder/cftools.htm
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    Oblivion
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Mon Dec 31, 2007 5:11 pm

  • Oblivion wrote:Thanks :) And yes I know normal mapping. Doess nexuiz support it? :shock:
    I'll try for low poly models first though.

    Of course it does ;)
    Just save your normal map as <yourtexture>_norm.tga
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    KadaverJack
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Mon Dec 31, 2007 5:19 pm

  • Bumpmaps are the easiest though, just take your texture and turn it monochrome. It can look pretty cool.

    Blender makes really nice tangent-space normals, you can choose the "bake normals" option and it gives you the normal texture on a silver platter.
    iSuck
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Mon Dec 31, 2007 6:29 pm

  • iSuck wrote:Bumpmaps are the easiest though, just take your texture and turn it monochrome. It can look pretty cool.

    Blender makes really nice tangent-space normals, you can choose the "bake normals" option and it gives you the normal texture on a silver platter.


    That won't look good
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    leileilol
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