Model
Model
Appleyard said:
Which of these programs would you modellers recommend as far as making models for game development? I would like to learn to model so that I can make static objects and things like weapons for mods and such, so which of these programs would be more beneficial to use nowadays? Also, what I was reading in another thread about keeping the polygon count down as low as possible, so could anyone explain what should be a general rule for the amount of polygons in a single object? Also, how would you add a texture to part of an object that isn't modelled? I saw something about this in the other thread, what do you guys mean when you say you should use a texture rather than modelling parts of objects that won't be seen?
I build my models in Anim8or, UV map them in UvMapperPro, texture them with PaintShopPro, and convert with Milkshape.
1. Go to
www.anim8or.com. Download Anim8or and sign up at the forums -- there are many helpful people and tutorials there. Add the forum Search Page to your favorites. Get a reference picture of what you want to model, put that reference image into Anim8or, and build it. Animate it, render it, rework it. Export as .obj.
2. Go to
http://www.uvmapper.com. Download the Demo version. Open your .obj model in UVMapper, select parts of it, Assign Materials, save the model as .obj. Save the texture template. Export uv's.
3. Get a paint program. I've heard good things about
http://gimp.org. Open your texture template and paint it different colors, or paste photos on it. Save it as .bmp.
4. Go to
http://www.swissquake.ch/chumbalum-soft/ and get Milkshape. In Milkshape import your .obj, Export as Lightwave LWO.
At this point the model is ready to import to your map.
Open RO Editor, open your map. In the Texture Browser select -- myLevel. Create new Materials with names matching those you assigned to the Materials in UVMapper. In the Static Mesh browser select -- myLevel. Import your model .lwo. Add your model to the level. Build. Save. Play.