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Tutorials & Resources

User is offline   The Commander 

  • I used to be a Brown Fuzzy Fruit, but I've changed bro...

#61

 Marked, on Feb 15 2010, 01:46 PM, said:

So far these tutorials say they are for someone who has never modeled before and teach tiny step by step. I'm finding them lacking They are still skipping steps and assuming you have some knowledge of the program.

I guess it takes a real talent to dumb yourself down to try and teach a program that you just fly through now without hardly a thought. Great tutorials are hard to make.

The I learnt to use 3ds Max (I don't use gMax) and I am no good either, only very basic things still was by being forced to use it so I could make a map for a game I play/played. "A Path Beyond"
Think of it as making a map in Hammer, but instead you are forced to use a 3D Modeling program instead... is not easy I tell you.

Even though this tutorial is for that game, the bare basics of the tutorial still apply to most things.
http://www.apbwiki.c...c_RenX_tutorial - Somethings wont work due to the game pack not being installed.
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User is offline   Mark 

#62

Well I made a little headway in gmax. Through much trial and error while viewing a tutorial video I managed to accomplish some basic texturing of a cube. ;)

When you lay all the sides out flat, I think that is called a UV map, gmax can't even export that to a graphics file. You have to do a screen capture of it in the program and then import that into your graphics program for texturing. How unprofessional. After messing with this program for a few days I'll see if any of this knowledge will give me a better understanding of the Misfit 3D program I tried first.
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User is offline   Tea Monster 

  • Polymancer

#63

 Marked, on Feb 14 2010, 06:07 PM, said:

Well I made a little headway in gmax. Through much trial and error while viewing a tutorial video I managed to accomplish some basic texturing of a cube. :(

When you lay all the sides out flat, I think that is called a UV map, gmax can't even export that to a graphics file. You have to do a screen capture of it in the program and then import that into your graphics program for texturing. How unprofessional.


:( :( :( erm, that is one way to describe it.

 Marked, on Feb 14 2010, 06:07 PM, said:

After messing with this program for a few days I'll see if any of this knowledge will give me a better understanding of the Misfit 3D program I tried first.


There is actually a few video tuts on YouTube. I haven't really checked if they are any good, but you might want to check them out
http://www.youtube.com/watch?v=H8VMbNsBGFA...feature=related

How to make a tree here:
http://sgq3-mapping.blogspot.com/2010/03/m...based-game.html

A bit shocked to find they have a forum as well, that seems pretty active! http://misfitcode.com/bb/viewforum.php?f=3...484205116ba49c8

and, yes, a sort of manual

http://www.misfitcod.../olh_index.html

This post has been edited by Tea Monster: 14 May 2010 - 03:33 PM

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User is offline   Mark 

#64

That first video tutorial was pretty lame, but at least the guy was trying.

I figured out the basic texturing in the program. Its kind of backwards. Instead of laying out a flat template skin to import into a graphics program this one requires you to have a basic skin created first.

EXAMPLE: I know ahead of time that my new model will need stone and wood textures. So I create a 512 x 512 png file and fill in half with a wood texture and half with a stone texture and import it in to Misfit3D. Then in the 2D mode I select various mesh faces of the model and overlay them on the texture. From there I can scale,rotate and move the mesh to cover the parts of the texture that I want to use. As you do that you can see the real time results in a small 3D window of how the model looks with the texture applied.

Another feature which I haven't learned to use yet is the projection mapping which will automatically wrap a texture properly around geometric objects without "stretch marks"

So after much trial and error it turns out this is a very good FREE program that will do most of what I need. One annoying glitch is some larger models will not save, and the error message is "too many vertices-- can not save as md3 file. But it will save as another format that I can convert to md3 using a different program.
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#65

Just found a site with lots of models in md3-format
http://www.wemakemap...m/mapmodels.htm
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User is offline   Cage 

#66

Some great tutorials about making modern textures/materials
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User is offline   Plagman 

  • Former VP of Media Operations

#67

Whew, the materials section of your link is just mind-boggling.

I think this proves that you still want detail in your diffuse map. Some of the diffuse maps that have been made here lately are way too simplistic and it shows ingame. See:

Posted Image
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User is offline   Tea Monster 

  • Polymancer

#68

Seconded.
Racer 445 has a great set of modelling and texturing tuts here.
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User is offline   Piterplus 

#69

 Plagman, on Aug 9 2010, 07:02 PM, said:

Some of the diffuse maps that have been made here lately are way too simplistic and it shows ingame.


Thats my opinion too, truly speaking. Too much relay to normal-bump-spec maps and finally, overall poor details. Hopefully this overestimate period will pass as soon as possible.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#70

The maps look especially dull because there aren't enough light sources around and everything looks flat in darker areas (which are plentiful in Duke3D). Looks worse than Polymost, which is definitely not an improvement.

This post has been edited by MusicallyInspired: 09 September 2010 - 12:49 PM

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User is offline   Tea Monster 

  • Polymancer

#71

New Blender 2.53 MD3 exporter. As of this posting, it doesn't support the latest Beta and it needs triangulation before export.

http://xembie.com/2010/md3-exporter/

EXPERIMENTAL!
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User is offline   Tea Monster 

  • Polymancer

#72

Awesome normal map workshop for Photoshop

http://www.philipk.net/ndo.html
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User is offline   Micky C 

  • Honored Donor

#73

 Plagman, on Aug 10 2010, 01:32 AM, said:

Whew, the materials section of your link is just mind-boggling.

I think this proves that you still want detail in your diffuse map. Some of the diffuse maps that have been made here lately are way too simplistic and it shows ingame. See:

http://www.philipk.net/tutorials/materials...ugh_01_maps.jpg


which texture is that?
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User is offline   Plagman 

  • Former VP of Media Operations

#74

It's one of the texture sets from the tutorial I was talking about. It's supposed to be an example of a great-looking texture that has detail in the diffuse map, not an example of a detail-lacking diffuse as seen from some HRP tiles; sorry I was being ambiguous.
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User is offline   Hank 

#75

 Plagman, on May 10 2009, 07:45 AM, said:

This all belongs on the EDukeWiki if you ask me.

I agree! A newbie like me, has a hard time finding "good" guides.

The post below this one (I quoted from ) links to a GIMP tuturial, promoting a plug-in that also no longer exists and the tutorial itself is useless, the writer has no clue how to use GIMP, probably a MSPaint artist ;). - You can finetune bump maps with simple tricks like bluring your base a little or a lot, and using layers to make multiple depth illusions.

How do you get permssion to update the Wiki Pages? ;)
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User is offline   Marlen 

#76

Gmax is not complicated at all. It has a lot of tutorials in the help. Best of all if you get good at Gmax, then moving to 3ds Max is a smooth transition.

Gmax has scripts to export your models to MD3 as well as OBJ. OBJ is best because you can then use the trial version of 3ds max to import the OBJ from Gmax, the export to any 3D program like Blender 3D.

This is a new tutorial site for Gmax: http://tutorialboneyard.com/GMAX.aspx

For the OBJ export: http://tutorialboney...axExporter.aspx

Gmax is not dead yet. Still works on all windows. http://forums2.duke4...tyle_emoticons/default/smile.gif
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User is offline   Nukester10 

#77

Colormatch Remix Color Scheme Tool "free color scheme tool for creating custom textures"

When your painting your textures,ever have a hard time trying to find the right color match while going through your
colorwheel?It can be a very time consuming and nerve racking task to say least.

But with this free online program,you can simplify your tasks in just a few short minutes.

By simply moving the sliders,you can dial in the proper hex number your looking for,
then you just write that number down,go back to your colorwheel, put your new
hex number in and now you have the color you where looking for!

This is definitely a very handy tool to have available if you prefer to color your own custom textures on a regular basis!

Here is the link,

websitetips.com/colortools/colormatch/
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User is offline   Tea Monster 

  • Polymancer

#78

Racer 445 has been up to it again and has released a new texturing tut. Very good stuff here:

http://www.nextgenha...pageid=racer445
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User is offline   Kyanos 

#79

So I may have stumbled across something useful for you Eduke developers. Specifically Helixhorned, it's way over my head. It comes from the source code released for Witchhaven. It is a txt file from Ken Silverman to the guys at capstone who bought the right to use build. It's sort of like build2.txt from the duke3d source but it is a completely different structure and from '95.
Attached File  BUILD.TXT (213.02K)
Number of downloads: 2063
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User is offline   Kyanos 

#80

Blender 2.6 MD3 Exporter
I made this based on Xembies 2.5 exporter.
Attached File  io_export_md3.zip (5.82K)
Number of downloads: 1388
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User is offline   thatguy 

#81

Does anyone have the MD3 exporter for 3ds Max 2010 released over on the 3d Realms forum?
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User is offline   thatguy 

#82

So i have to use the program Blender to even do anything MD3 related? the 2010 plugin for Max doesn't work for 2012. :/ Plus I hate Blender with a passion.
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User is offline   Kyanos 

#83

 s.b.Newsom, on 22 January 2012 - 07:02 PM, said:

So i have to use the program Blender to even do anything MD3 related? the 2010 plugin for Max doesn't work for 2012. :/ Plus I hate Blender with a passion.

Blender is great for having just about any importer you could ask for, except probably 3ds MAX which is like a blend file how it stores user data and extras. IMO you can always do your modelling in a program your more comfortable in then just export to a format colladea that imports to blender then use the md3 exporter. I just did some research and that seems to be the best format to go between the two. Sorry I can't really help with 3DS, feel free to pm me if you have any blender questions.

This post has been edited by Drek: 23 January 2012 - 05:43 PM

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User is offline   thatguy 

#84

Thanks, i'll get around to downloading blender when I tackle more modeling. I'll pm when I get a chance.
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User is offline   Mark 

#85

I tried working with blender a few times and just could not get very far with it. I ended up with a less powerful but easier to use freeware program called Misfit Model 3D.

This post has been edited by Marked: 23 January 2012 - 05:51 PM

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User is offline   sedition 

#86

You can download DAZ Studio 4, Bryce 7 Pro and Hexagon 2.5 by DAZ 3D for free now.

I don´t know if you can export to md3 but I think it´s interesting.

Here is the link: www.daz3d.com/


BTW: is there a way to export md3 from Cinema4D R13 or do I have to export to Blender and from there to md3?

This post has been edited by sedition: 05 February 2012 - 11:29 AM

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User is online   fgsfds 

#87

I have .art files where the most part of tiles have y-offset < 0. Is it possible to set y=0 for all tiles at once?
http://i.imgur.com/JI8Nn.png
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User is offline   Tea Monster 

  • Polymancer

#88

This is a new free app for 3D creation. It won't output to MD3, but it will to obj and MD5. It has some quite good modelling tools though.

It's called Void World: http://digitalfossil...m/Products.aspx
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User is offline   sedition 

#89

Is there a tutorial or can anybody tell me how I export models (especially weapon models) from Far Cry to Blender?
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User is offline   Tea Monster 

  • Polymancer

#90

Try Noesis.

Same goes for s.b.Newsom's Max problem. I'm pretty sure it reads FBX's
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