Modeling: Difference between revisions
From The DarkMod Wiki
Jump to navigationJump to search
Springheel (talk | contribs) No edit summary |
Springheel (talk | contribs) No edit summary |
||
Line 22: | Line 22: | ||
* [[Setting up Ragdolls for Custom Joint Hierarchies]] | * [[Setting up Ragdolls for Custom Joint Hierarchies]] | ||
* [[Scaling And Rotating AI Meshes]] | * [[Scaling And Rotating AI Meshes]] | ||
== Textures and skins for models = | |||
* [[Creating Textures with Normals out of Models]] | |||
* [[Creating Multiple Skins For A Model]] | |||
== Other == | == Other == | ||
* [[.def files]] ''-- (How to turn your model into an entity in game)'' | * [[.def files]] ''-- (How to turn your model into an entity in game)'' | ||
[[Category:Models]] | [[Category:Models]] |
Revision as of 19:32, 4 June 2007
Basic Modeling
- Modeling - Basic Tutorial -- (Using Blender)
- Using Blender for Doom 3 Modeling
- Creating an ASE model using multiple Materials
- Meshes from Lightwave to D3 with Normal Maps
- Model Folder Structure -- (Instructions on where to save your new model)
- Model/Texture Guidelines
- Problematic Paths in Models -- (if your .ase models are showing black, check here)
- Modeling Tools: Unfold3D
- Low poly body reference
- Exporting from all the popular 3D apps
- PDF Tutorial on the export process using Doom 3
- Maya Importer DLL for Maya 7 (Above tutorial shows you where to use it)
AI
- Swapping Heads on AI Models -- (For mappers who want to put different heads on their AI)
- Adding Heads and Weapons to AI -- (How to modify AI def files to add newly modelled heads or weapons)
- Multiple Head Definitions for AI -- (Accurate but redundant)
- An AI consists of 6 Models
- Getting Characters and their Anims into Doom
- Setting up Ragdolls for Custom Joint Hierarchies
- Scaling And Rotating AI Meshes
= Textures and skins for models
Other
- .def files -- (How to turn your model into an entity in game)