Modeling: Difference between revisions
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* [[AI Attachment Ingame Editing]] ''-- (Console commands for def_attaching models during game)'' | * [[AI Attachment Ingame Editing]] ''-- (Console commands for def_attaching models during game)'' | ||
* [[Trees and how to make custom ones]] | * [[Trees and how to make custom ones]] | ||
* [["too many verts for a poly" Error]] | |||
[[Category:Models]] | [[Category:Models]] |
Revision as of 15:52, 3 July 2007
Basic Modeling
- Model Folder Structure -- (Instructions on where to save your new model)
- 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/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
- How to Make Your AI Unique -- (how to use skins and attachments to add variety to AI)
Textures and skins for models
- Creating Textures with Normals out of Models
- Creating Multiple Skins For A Model
- Turning Shadows Off -- (How (and why) to turn shadows off to varying degrees)
Other
- .def files -- (How to turn your model into an entity in game)
- AI Attachment Ingame Editing -- (Console commands for def_attaching models during game)
- Trees and how to make custom ones
- "too many verts for a poly" Error