Want To Make Models, Skins, Or Sprites?



  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    Those skinning tutorials are well worth a look btw..^

    Pld Yoshi.

    I'm off to skin something..
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    edited April 2003
    I just edited the main post to add a couple of things and get rid of any dead links. If anyone finds any tutorials in their modelling adventures and they aren't in the post, please could you either PM me with them or post them here so they can be added?

    (edited because OMG TEH THERE/THEIR FUBAR)
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    edited April 2003
    <a href='http://www.studio-erebus.com/studio/index.html' target='_blank'>http://www.studio-erebus.com/studio/index.html</a>

    done reading, and it's AWSOME.... not HL (just realised this) but it still applie to all of us!
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Rock on... melkior is one of the newest additions to the <a href='http://www.hl-nightwatch.net' target='_blank'>Nightwatch</a> team. His work is awesome.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    edited April 2003
    New T2K Tutorial:
    No-Smear Skinning In MS3D

    <a href='http://t2k.neotech.cc/ns/tuts/skin.shtml' target='_blank'>http://t2k.neotech.cc/ns/tuts/skin.shtml</a>

    New T2K Tutorial:
    Default Model Poly Count list

    this one isn't done, but i'm working on putting up "recommended low, and high poly levels for each model

    <a href='http://t2k.neotech.cc/ns/tuts/poly.shtml' target='_blank'>http://t2k.neotech.cc/ns/tuts/poly.shtml</a>

    New T2K Tutorial:
    Model a Zergling In MS3D - Part 1

    <a href='http://t2k.neotech.cc/ns/tuts/zerg.shtml' target='_blank'>http://t2k.neotech.cc/ns/tuts/zerg.shtml</a>
  • JediYoshiJediYoshi The Cupcake Boss Join Date: 2002-05-27 Member: 674Members

    <b>/??/</b> Means site is known to be down. We hope it comes back.
    <b>DL-#K</b> Means it is a direct download link to a file. For movies, you may want to right click and do a save as rather than try to download and play them. The "#K" represents the size of the file, if known.

    <b>Model Making Tools</b>
    <a href='http://www.swissquake.ch/chumbalum-soft/' target='_blank'>MilkShape 3D</a>: animator, modeler, game format converter.
    <b>DL-88K</b> <a href='http://www.scriptspot.com/download.asp?ID=619&Points=1' target='_blank'>Meshtools v2.5</a>: Meshtools has been updated. This is the latest version. Learn more about this tool from the <a href='http://www.s21net.com/meshtools/' target='_blank'>meshtools site</a>. This 3DS Max r3 and r4 plug-in provides some "must" have tool features for mesh modeling.
    <a href='http://www.discreet.com/products/gmax/gmaxconsumer/index.html' target='_blank'>gmax</a>: gmax is Discreet’s “lite” and free version of 3D Studio Max. Software and tutorials found here.
    <a href='http://www.dazgenetic.pwp.blueyonder.co.uk/' target='_blank'>DazGmax Importer script</a>:Imports .dxf files into gmax
    <a href='http://tdp.nu/cgi-bin/plugsearch_r4.pl?search=gmax' target='_blank'>Model format import scripts for gmax</a>: a selection of scripts that greatly expands what model formats can be imported … including wavefront OBJ and autodesk 3DS. [URL=http://dl.fileplanet.com/dl/dl.asp?q2pmp/NMD3C.zip]
    N'Pherno's .MD3 comiler[/URL]: MAx to md3 converter with an md3 viewer.
    <a href='http://www.anim8or.com' target='_blank'>Anim8or</a>: Splines, Paths and Lathes to Supplement MilkShape
    <b>/??/</b><a href='http://www.fritzstudio.com/max4' target='_blank'>.md3 export-only plug-in for 3DSMax r4</a>: Pop 'n Fresh's Exporter upgraded to work with Max 4
    <b>DL</b> <a href='http://home.wanadoo.nl/bastiaan.schravendeel/downloads/ExportMD3.zip' target='_blank'>Alternate download for Pop 'n Fresh Exporter</a>
    <a href='http://openfx.org/news/index.php' target='_blank'>OpenFX - free modeling tool</a>: No word on whether this can output a q3dta compatible file.
    <a href='http://pakrat.fragland.net/' target='_blank'>Pakrat</a>: MD3 view for the Mac (only).
    <a href='http://www.maxplugins.de/' target='_blank'>www.maxplugins.de/</a>: A site with free plugins for all versions of 3DS Max.
    <a href='http://members.bellatlantic.net/~mbristol/' target='_blank'>Lightwave .md3 exporter</a>: Import/Export Plugins for modifying and creating Q3A or Q3:TA models in Lightwave. Updated for v6.5.
    <a href='http://www.gradientstudios.com/3dexe/' target='_blank'>3dexe</a>: 3dexe is a free utility from Gradiant Studios that converts a 3D Studio Max 3DS format file and a .tga file into a standalone Open-GL model viewer (for that model).
    <a href='http://www.quakerally.com./files/' target='_blank'>Maya v3.0 .md3 exporter</a>: The Quake Rally team has made this tool to create Q3A md3 models from Maya files. Does not work with v4.0 of Maya.
    <a href='http://www.blender.nl' target='_blank'>www.blender.nl</a>: A relatively low cost modeling tool, that can be used in conjunction with Milkshape or gmax to export Q3A models.
    <a href='http://www.stmuc.com/thbaier/' target='_blank'>Win3D Converter</a>: 3D file converter utility for the the PC. This is a commercial product.
    <a href='http://www.paralelo.com.br/main.htm' target='_blank'>ProgMesh</a>: A Polygon reduction tool that works with Max 3DS r.4 formats (and others). Reduce polycount on very complex models.
    <a href='http://www.planetquake.com/qview/' target='_blank'>qview</a>: A model viewer for Quake engine models (quake, Q2, Q3A)
    <a href='http://user.aol.com/alienresurrect/pics/viewer.cfg' target='_blank'>Noserider's Q3A model viewing config file</a>: A .cfg file for viewing models inside the game.
    <a href='http://www.scriptspot.com/' target='_blank'>Scriptspot</a>: A website dedicated to 3DS Max plug-in scripts.

    <b>Model Making Tutorials</b>

    <a href='http://xu1productions.com/3dstudio/tutorials.html' target='_blank'>Psionic's Milkshape 3D Tutorials</a>: Tutorials on modeling and skinning in MS3D.[URL=http://www.flipcode.com/tutorials/spaceship/]
    Modeling a Simple Spaceship[/URL]: And entry level 3DS Max tutorial by Max "Ghoul" Shelekhov.
    <a href='http://www.swissquake.ch/chumbalum-soft/ms3d/tutorials.html' target='_blank'>ChumbalumsOft's tutorials links page</a>: Links to specific tutorials for using Milkshape 3D and some other non-specific links.
    <a href='http://www.planetquake.com/shattered/shine/tutor/nmd3/nmd3tutorial.htm' target='_blank'>Converting an md2 model to an md3 model</a>: Jon "Shine" Jones goes through the steps of converting a single piece model into a 3 part model. Features NPherno tool.
    <a href='http://www.planetquake.com/polycount/resources/general/tutorials/SurfaceTools/SurfaceTools.shtml' target='_blank'>Surface Tools for Low Poly Modeling</a>: Scott Ruggels shows a method for modeling from a drawing.
    <a href='http://www.planetquake.com/polycount/cottages/zedaxis/' target='_blank'>Max AVI tutorial</a>: modeling "principles" can be applied to MilkShape/Animator
    <a href='http://www.raph.com/3dartists/' target='_blank'>3D Artists</a>: General modeling tutorials.
    <a href='http://www.dlc.fi/~ops/tutorial/human.htm' target='_blank'>Box-modeling</a>
    <a href='http://www.loonygames.com/content/1.6/totb/' target='_blank'> Tips & Tricks</a>: By Paul Steed
    <a href='http://www.planetquake.com/q3manga/oldsite/modelling_tut1.htm' target='_blank'>3DS-Max Tutorial</a>: Multipage tutorial by Zeo-Cartin using 3DS Max.
    <a href='http://www.thebackburner.com/quake3arena/tutorials/mdlq3/' target='_blank'>Backburner Export Tutorial</a>: focuses on exporting a weapon model.
    <a href='http://www.planetquake.com/polycount/cottages/zedaxis/news.htm' target='_blank'>Modeling and UVW Unwrap</a>: Downloadable Videos.
    <a href='http://worldwidewebcollege.com/wwwc/3DVG/q3tutorials/maxmodels.htm' target='_blank'>Map Object Model creation</a>: Todd Gantzler's (toddg33) tutorial on making and skinning a simple map object model.
    <a href='http://swut.net/makingheadmodels.html' target='_blank'>Q3A Head making Tutorial</a>: Instructions from Max Breedon on making stand alone head models for regualr Q3A.
    <a href='http://www.machinima.com/articles/modelling_intro_5/index.shtml' target='_blank'>Models to Quake 3 Arena?</a>: Tutorial by Ben Moss has a lot of info on the support files needed to make Q3A models work.
    <a href='http://www.machinima.com/articles/modelling_intro_1/' target='_blank'>Introduction to modelling using Milkshape 3D part 1</a>: Beginner's Milkshape 3D Tutorial by Ben Moss.
    <a href='http://max3d.3dluvr.com/tutorials/mms/' target='_blank'>Mesh Modeling All The Way</a>: Mesh Modeling in 3DS Max by Claes Wikdahl, focusing on Mesh Smooth modifier.
    <a href='http://www.titaniumfrag.freeserve.co.uk/' target='_blank'> Modelling a realistic weapon </a>: MoRPHeuSS shows how to make a simple weapon model based on a weapon photo.
    <a href='http://www.dccdesigner.com/Htm/Tutorials/LPM_1.htm' target='_blank'>Low Polygon Modeling for 3D Computer Games</a>: Modeling a Light Post with 3 Different Polygon Limits in 3D Studio MAX by Max Zeilke
    <a href='http://www.oronto46.freeserve.co.uk/tutorials.html' target='_blank'>Max Modeling Tutorials</a>: These tend to be more general in nature, that is not game related.
    <a href='http://members.home.com/lightwavetutorials/Main_Menu.htm' target='_blank'>LightWave Modeling Tutorials</a>: Tutorials for modeling with the Lightwave tool.
    <a href='http://www.multimania.com/some1modeling/' target='_blank'>Modeling in Max (some Max tricks too).</a>: Some1 shows using Max to build a face with a lot of character.
    <a href='http://merlin.zsnes.com/tutorials/modeling/index.html' target='_blank'>Beginner-oriented MAX tutorial</a>: NilreMK shows some of the basics in modelling with 3DS Max r4, but skips through some areas easy, so it's not a "for dummies" tut....
    <a href='http://www.planetquake.com/sin2q3/tutpart1.htm' target='_blank'>Modeling Tutorial in Maya</a>: Undertow shows how to use the Maya tools to create a single mesh human figure.
    <a href='http://dynamic.gamespy.com/~polycount/ubb/Forum1/HTML/004850.html?00000' target='_blank'>Convert a Blender model into Milkshape or gmax</a>: Polycount thread post by biotek detailing the process of converting a model made in Blender into other formats. Many link resources.
    <a href='http://www.planetquake.com/polycount/cottages/pixelated/hyper/tut3/tutorial3.html' target='_blank'>General Model Optimization & Skinmapping Tips</a>: HyPer shows how to manually (and intelligently) reduce poly count on a model.
    <a href='http://www.cgchannel.com/timelapse.php' target='_blank'>Timelapse Modeling</a>: A number of modelers show how they work a model or part of a model
    <b>DL</b> <a href='http://cube.phlatt.net/home/spiraloid/movies/bayPlayMirai.avi' target='_blank'>Bay Raitt's Time Lapse Box Modeling movie</a>: Bay Raitt shows box modeling in Mirai in this .avi (very similar to working in Max).
    <a href='http://cube.phlatt.net/home/spiraloid/movies/movies.html#' target='_blank'>More Bay Raitt Time Lapse videos</a>: Short .gif file animations of modeling several subjects in Mirai. Similar to box modeling.
    <b>DL</b> <a href='http://www.dragonballquake.net/ssj4gotenks/tutorials/head-tut.avi' target='_blank'>Modeling Anime-style head</a>: Timelapse movie by Zytrox showing head modeling. Very large download. (40MB)

    <b>GMAX Specific Tools and Tutorials</b>
    <b>DL-54K</b> <a href='http://home.wanadoo.nl/bastiaan.schravendeel/downloads/gmaxskeletons.zip' target='_blank'>Skullbox's IK & FK setup example files</a>: Two .gmax setups, one FK and one IK and animated walk cycle of the IK setup.

    <b>UVW Skin Mapping & Unwrapping Tools</b>

    <a href='http://xu1productions.com/3dstudio/tutorials.html' target='_blank'>Psionic's Milkshape 3D Tutorials</a>: Tutorials on modeling and skinning in MS3D.<a href='http://www.cuneytozdas.com/software/max/texporter/' target='_blank'>Texporter</a>: A 3Ds Max (r3 & r4) plugin that converts and exports model mapping coordinates into a bit map.
    <a href='http://www.chilliweb.co.uk/chilliskinner/' target='_blank'>Chilliskinner</a>: This is a UVW making tool for use with 3DS Max r2.5 through r4. Recent updated to version 3.0.1
    <a href='http://www.geocities.com/lithunwrap/' target='_blank'>LithUnWrap</a>: A stand-alone unwrapping tool. Works with the file formats of many modeling programs. Tutorials on the site.
    <a href='http://www.aliaswavefront.com/en/Tmpl/Maya/html/index.jhtml?page=/en/Community/Download/source_images/utility_markers/utility_markers_m.html' target='_blank'>Alias/Wavefront Utility Markers</a>: These textures have a tool-like quality to them. They are set up so as to aid aligning textures during mapping.

    <b>UVW Skin Mapping & Unwrapping Tutorials</b>
    <a href='http://www.planetquake.com/polycount/cottages/qbranch/tutorials/meshimages.htm' target='_blank'>Creating Skin Mesh Images for Q3:A With Milkshape OR NPherno's GL Viewer:</a>Harlequin's tutorial for getting a mesh layout from an existing MD3 model.
    <a href='http://www.quarantinemod.net/skinning_tutorial.asp' target='_blank'>Ishtar's Unwrapping Tutorial</a>: Ishstar of Quarantine Mod uses 3DS Max, ChilliSkinner and Texporter in this step by step.
    <a href='http://www.planetquake.com/q3empire/data/tutorials/modeling/skinning/skinning.htm' target='_blank'>UVW Unwrap Tutorial</a>: This one by Maverik uses texporter on weapon
    <a href='http://www.chilliweb.co.uk/chilliskinner/' target='_blank'>Chilliskinner Tutorials</a>: Intructions for unwrapping a variety of model types.
    <a href='http://www.cschell.com/tutorials.html?skinmaxtut' target='_blank'>unwrap the mesh</a>
    <a href='http://merlin.zsnes.com/tutorials/mapping/index.html' target='_blank'>Mapping with UVW Unwrap in 3dsMax:</a>
    <a href='http://www.machinima.com/articles/modelling_intro_2/index.shtml' target='_blank'>Intoduction to modeling using Milkshape 3D part 2: Skinning</a>: Ben Moss tutorial on creating a skin map using Milkshape 3D.
    <a href='http://www.geocities.com/kingofdaveness/work_AIE_hibug.html' target='_blank'>Bug Limb Tutorial</a>: Dave King shows some texture unwrap techniques and goes into material creation (not entirely applicable to Q3A modeling).
    <a href='http://www.titaniumfrag.freeserve.co.uk/t2.htm' target='_blank'>Skinning a Realistic Weapon</a>: MoRPHeuSS shows how he creates the map for a weapon skin.
    <a href='http://www.planetquake.com/polycount/cottages/pixelated/hyper/tut1/tutorial.html' target='_blank'>UnWrap the Skin of Character Model</a>: HyPer shows how to select pieces of a model for planar mapping.
    <a href='http://www.planetquake.com/polycount/cottages/pixelated/hyper/tut2/tutorial2.html' target='_blank'>Unwrap Tutorial-Advanced</a>: HyPer Unwraps a more complicated model.
    <a href='http://dynamic.gamespy.com/~polycount/ubb/Forum8/HTML/000127.html?00041' target='_blank'>Rorshach on Proper Unwrapping</a>: Rorshach uses before and after references to show good skin map layouts.

    <b>MD3 Exporting Tutorials</b>
    <a href='http://www.planetquake.com/polycount/resources/quake3/tutorials/MAX-to-q3data/md3q3data.shtml' target='_blank'>Exporting model to Q3A with q3data</a>: Polycount tutorial explaining the export process.
    <a href='http://merlin.zsnes.com/tutorials/export/index.html' target='_blank'>Export using Pop'N Fresh and NPherno's MD3 Compiler</a>: NilreMK shows how to use these two tools to export a model.
    <a href='http://q3empire.digitalarenas.com/data/tutorials/modeling/exporting/exporting.htm' target='_blank'>Exporting from 3DsMax/gmax to md3</a>: maverik walks through exporting and correcting the export of an md3 made in gmax.
    <a href='http://airspace.uhk.cz/mlk/msfs/tutorials/gmax/part1/gmax_texturing_01.html' target='_blank'>Mapping and Unwrapping in gmax</a>: Lisa milan shows how to unwrap an aircraft model in gmax.

    <b>Animating Tools</b>
    <a href='http://dl.fileplanet.com/dl/dl.asp?polycount/tools/quake3/q3-ppm-dopesheet.zip' target='_blank'>Q3 Dopesheet</a>: A spreadsheet form for those working on animation configs for Quake3 models.
    <a href='http://www.hash.com' target='_blank'>Animation Master from Hash</a>: This lower cost modeling and animating program can export DXF model formats and BVH animation files ... which should be able to be converted through other low cost programs.

    <b>Animating Tutorials</b>
    <a href='http://www.loonygames.com/content/1.22/totb/index2.shtml' target='_blank'>Walking the Walk</a>: Paul Steed on creating a Walk Animation
    <a href='http://www.loonygames.com/content/1.28/totb/' target='_blank'>Adjusting Your Biped</a>: Paul Steed on adjusting biped form to fit model in Character Studio
    <a href='http://www.loonygames.com/content/1.30/totb/' target='_blank'>Character Studio (part 2)</a>: Paul Steed, part 2 of biped tutorial
    <a href='http://www.planetquake.com/polycount/cottages/wrath/tutorials/Max/Tut-IK_Blend.html' target='_blank'>IK Blends in Character Studio</a>
    <a href='http://www.planetquake.com/polycount/cottages/zedaxis/learn/cstut01.htm' target='_blank'>Bringing a Character to Life</a>: Character studio tutorial
    <a href='http://www.planetquake.com/polycount/resources/general/tutorials/cswingstut/cswingstut.shtml' target='_blank'>How to animate wings using Character Studio</a>: SkullboX shows how to use "dummies" to add additional controls to the standar CS biped.
    <a href='http://www.quarantinemod.net/animation_tutorial.asp' target='_blank'>Animating Weapons</a>: This is programming oriented tutorial on animating weapons in first person view.
    <a href='http://www.planetquake.com/polycount/resources/quake3/tutorials/Steed-Tut/MAX2md3.shtml' target='_blank'>Setting up a Q3A model with a 3DS Max biped</a>: Paul steed shows an in-depth walkthrough on connecting and adjusting the biped model to a character.
    <a href='http://www.planetquake.com/pandemonium/temp/tut_walktest.avi' target='_blank'>Dragonknight walk cycle video</a>: Magarnigal, the author of the quake2 quake3 Dragon Knight, shows how he animated the walk cycle for the quake3 version. (13.4 mg download ... Requires divx codec for display)
    <a href='http://dynamic.gamespy.com/~polycount/ubb/Forum8/HTML/000221.html?00001' target='_blank'>Rigging a Leg in gmax</a>: Skullbox shows how it's done in this polycount forum post.
    <b>DL-10.1MB</b><a href='http://www.3dbuzz.com/downloads/Char_Rigging_7Min.avi' target='_blank'>http://www.3dbuzz.com/downloads/Char_Rigging_7Min.avi</a>: An .avi movie (with audio narration!) about doing IK rigging on a leg. Done in Maya, but probably relevant for 3DS Max too.

    <b>Skin Making Tools</b>
    <a href='http://www.quakefiles.com/rorshach/files/quake3/skins/q3_meshes.zip' target='_blank'>Q3A Character Skin Meshes</a>: This is a direct link to a download containing all the skin layouts for the original Quake III Arena id characters.
    <a href='ftp://ftp.idsoftware.com/idstuff/quake3/tools/Q3Tools_EditorSupport.exe' target='_blank'>Team Arena Character Skin Meshes</a>: This is a direct link to a download containing the <i>James</i> and <i>Janet</i> skin layouts and the layouts for the 11 TA head models.
    <a href='http://www.gimp.net' target='_blank'>The Gimp</a>: Photoshop-like software, there's a Windows Version.
    <a href='http://fragland.net/md3view/' target='_blank'>Java MD3 Model Viewer</a>
    <a href='http://personal.lig.bellsouth.net/lig/d/f/dfrey/' target='_blank'>SeeMD3 md3 model viewer</a>: It is noted that this tool is not compatible with all Graphics cards.
    <a href='http://www.pharfruminsain.com/pakmover.html' target='_blank'>Pakmover</a>: A Pak file managining utility.
    <a href='http://users.chello.be/sf15772/q3ase.html' target='_blank'>Q3ASE</a>: The Q3A shader Editor. For making SFX happen on your skins.
    <a href='http://www.q3center.com/ea/' target='_blank'>Eternal Arena Mod</a>: This mod is great for making model screenshots.
    <a href='http://www.machinima.com/articles/modelling_intro_3/index.shtml' target='_blank'>Intoduction to modeling using Milkshape 3D part 3: Animation</a>: Ben Moss teaches animating in Milkshape 3D.
    <a href='http://users.chello.be/sf15772/texsynth/' target='_blank'>Texsynth</a>: From Bert Peers, the guy who gave you Q3ASE, a utility that manipulates any texture into a tiling texture. Results will vary from texture to texture.
    <a href='http://www.colorschemer.com/online/' target='_blank'>Color Schemer</a>: An on-line (or downloadable) color-coordinating tool. Enter the RGB values of a color and it suggests coordinating colors.
    <a href='http://www.planetquake.com/qview/' target='_blank'>qview</a>: A model viewer for Quake engine models (quake, Q2, Q3A)

    <b>Skin Making Tutorials</b>
    <a href='http://www.planetquake.com/baneforge/tutorials/q3ateam101.htm' target='_blank'>Team Skins ... making the files work</a>: Chemical Burn explains how to make team skin files work in Q3A v1.29h and up.
    <a href='http://www.planetquake.com/polycount/cottages/qbranch/tutorials/shaders-1.htm' target='_blank'>Quake 3 Voodoo - A Beginners Guide to Shaders: </a>Harlequin walks the beginner through creating the scripts that are the core of Q3A's special effects department.
    <a href='http://www.planetquake.com/baneforge/tutorials/' target='_blank'>baneforge</a>: Chemical Burn has tutes on Pakfile making, skin making, and creating an alpha channel.
    <a href='http://www.planetquake.com/polycount/cottages/qbranch/tutorials/index.htm' target='_blank'>Harelequin's qbranch</a>: Harlequin shows how to set up a skin layout, create several texture effects, has one of the best shader tutorials, and has an avi of his work in action on painting a head model.
    <a href='http://www.gameart.com/' target='_blank'>gameart</a>
    <a href='http://www.planetquake.com/skintutor/frames.html' target='_blank'>skintutor</a>: Slaine focuses primarily on Q1 and Q2 model skin painting. Still, some good painting techniques here.
    <a href='http://showcase.netins.net/web/wolf359/' target='_blank'>PC Resources for Photoshop</a>: interesting photoshop tutorials and a lot of links.
    <a href='http://www.planetquake.com/polycount/cottages/bladekiller/hairtut.htm' target='_blank'>Painting Hair</a>: Bladekiller shows how she does hair.
    <a href='http://www.geocities.com/kingofdaveness/tut_stepbystep.html' target='_blank'>Painting Armor</a>: The king of Daveness shows how he paints body armor.
    <a href='http://www.geocities.com/kingofdaveness/work_AIE_hibug.html' target='_blank'>Bug Limb Tutorial</a>: Dave King shows some texture unwrap techniques and goes into material creation (something not entirely applicable to Q3A modeling).
    <a href='http://www.quakefiles.com/rorshach/skinworld/shelpq3c.htm' target='_blank'>Skinning Visor</a>: Rorshach discusses how to best work with the Visor model and mesh (from the original Q3Test).
    <a href='http://www.fileplanet.com/dl/dl.asp?polycount/cottages/darkhorizon/DHcacodemon_tut_01.avi' target='_blank'>Dark_Horizon video tutorial #1</a>, <a href='http://www.fileplanet.com/dl/dl.asp?polycount/cottages/darkhorizon/DHcacodemon_tut_02.avi' target='_blank'> tutorial #2</a>, <a href='http://www.fileplanet.com/dl/dl.asp?polycount/cottages/darkhorizon/DHcacodemon_tut_03.avi' target='_blank'> tutorial #3</a>, <a href='http://www.fileplanet.com/dl/dl.asp?polycount/cottages/darkhorizon/DHcacodemon_tut_04.avi' target='_blank'> tutorial #4</a>, <a href='http://www.fileplanet.com/dl/dl.asp?polycount/cottages/darkhorizon/DHcacodemon_tut_05.avi' target='_blank'> tutorial #5</a> : These five downloadable .avi files [not streaming video] show Dark_Horizon working on the face of his cacodemon skin. The files total about 130+ meg and the vids run about 9-10 minutes long. You will need the <a href='http://www.techsmith.com/' target='_blank'>Techsmith's Camtasia Player</a> codec to make the videos run.
    <a href='http://www.planetquake.com/redlemons/' target='_blank'>Redlemons’ Paint Shop Pro tutorials</a>: This is a nifty collection of how-to’s for painting Q3A appropriate game content using Paint Shop Pro v6.
    <a href='http://www.cybermodels.co.uk/html/Digital_painting.htm' target='_blank'>Digital Painting</a>: Darrel Pattenden shows how to creating an organized arrangement of layers for painting skin

    <b>General Painting Tutorials</b>
    <a href='http://www.digitalfusion.on.ca/stuff/tutorials/index.html' target='_blank'>DigitalFusion</a>: A number of "special effects" techniques.
    <a href='http://www.orionnetlinks.com/Photoshop/photoshop.asp' target='_blank'>Orion net photoshop tutorials</a>: A collection of fairly basic photoshop useage tutorials.
    <a href='http://www.adobe.com/print/tips/phsdigitalhair/main.html' target='_blank'>Adobe Photoshop- digital hair</a>: Nuts and bolts tutorial on creating hair on photographs, including creating custom brushes.
    <a href='http://www.sijun.com/dhabih/' target='_blank'>dhaibih</a>
    <a href='http://www.3dpalette.org/tutorials/' target='_blank'>3dpalette tutorials page</a>: More general in nature
    <a href='http://www.3dcafe.com/asp/default.asp' target='_blank'>3dcafe</a>
    <a href='http://www.planetquake.com/redlemons/' target='_blank'>Redlemons’ Paint Shop Pro tutorials</a>: This is a nifty collection of how-to’s for painting Q3A appropriate game content using Paint Shop Pro v6, including making Icons and some general skinning tips.
    <a href='http://www.wacom.com/tips/index.cfm?category=Photoshop' target='_blank'>Wacom's Photoshop Tips</a>: Some tips and tricks for doing some basic things with Photoshop.
  • JimJim Join Date: 2002-11-26 Member: 9989Members
    from the Q3world I presume D:

    imo -X- isn't a technically great skinner (his light-sources always seem a little random, head-on for some parts and other places for others D: ) but his skins do look good <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • SnO0PySnO0Py Join Date: 2003-02-27 Member: 14092Members
    edited May 2003
    EDIT: Nevermind, I found out how to do it.
  • StriderStrider Join Date: 2003-05-04 Member: 16056Members
    this is exactly what i've been looking for.
    thank you so much.
  • An_Experienced_NewbieAn_Experienced_Newbie Join Date: 2002-12-22 Member: 11383Members
    This... looks... WAY too complicated to make any models. I'd love to learn to make models but that looks way too hard to learn. Plus, I kind of don't wanna download EVERYTHING availible.

    Can someone post a "starter kit" for first time modellers consisting of you are gonna need. I wanna learn to make my own models for NS btw.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <!--QuoteBegin--An Experienced Newbie+Jun 1 2003, 07:58 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (An Experienced Newbie @ Jun 1 2003, 07:58 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Can someone post a "starter kit" for first time modellers consisting of you are gonna need. I wanna learn to make my own models for NS btw. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    i've been workin on that one... but it's nowhere near finished, if you wana give me your e-mail, i'll beta test the kit with you <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    Any ideas for what would go into such a pack? A quick brainstorm made me think of the following:

    * studiomdl and kratisto's decompiler (and setup instructions as per this thread)
    * beginners' tutorials (but for what - max, Milkshape?)
    * maybe ask Chumbalum-Soft if it's okay to pack the trial version of Milkshape and HLMV in there too
    * skeletons for NS models, perhaps

    (and you can see things are getting a little sketchy here)

    * sprwiz? sprview? - not really appropriate for a <i>models</i> pack
    * The Gimp? - presumably most people have a paint package already

    I think the difficult thing in a pack like this would be choosing which tutorials to include, if any.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <!--QuoteBegin--Maus+Jun 3 2003, 10:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maus @ Jun 3 2003, 10:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Any ideas for what would go into such a pack? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    first off... it's not a "modeling" it's a "customizing" pack... so it's got close to everything you'll need...

    chumbalum's demo is free to distribute... that's a must
    HL Model Viewer... is a must
    PakScape... is a must
    spr wiz and spr view are also musts...
    the gimp is stock (comes with free compiler so you can compile it yourself)
    a renderer that somone gave me... it was free, so why not include it.
    Lithunwrap is free, so i'll have to chack permissions on that, but it might be in there.

    as for Tuts....
    basics, like "how do i find a poly count"
    how to i cilp edges off a box
    and.. what is a back face and is it a problem

    ust basics, so they can get started...

    but as for the NS specifics...
    straight Skeleton for HA (thank you whoever did them)
  • Exploding-ManExploding-Man Join Date: 2002-12-26 Member: 11565Members
    edited June 2003
    I need some help here. Im going kind of nuts because Im using G-Max and Im trying to apply scarecrows tutorial to GMax which obviously has a different GUI and layout. What do I do (there are various reasons Im using G-Max and not Milkshape or one of the other modeling tools IE Maya and the one Valve is now using are for post windows98 systems ( I have windows98) and my copy of milkshape which I neglected for the 30 day trial period it was on my HD can no longer save.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    I've compiled the long and slightly confusing list of tutorial links in the main post into a website:

    <a href='http://members.aol.com/handhyle/101index.html' target='_blank'>http://members.aol.com/handhyle/101index.html</a>
  • Exploding-ManExploding-Man Join Date: 2002-12-26 Member: 11565Members
  • QuaunautQuaunaut The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
    Bad news.

    No sprite tutorials on Wavelength.

    Anywhere else I could find?
  • CaLFiNCaLFiN Join Date: 2002-11-04 Member: 6909Members
    I'm having trouble getting the .smd files to open in 3dsm <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    I got the .mdl convertor to work.

    Then I downloaded MAX R4.x/R5 .SMD Exporter, I put it in my plugins folder and nothing. I tried to load it and it stays unloaded. I have a registered/authorised version of 3dsm5.

    Please help <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • StriderStrider Join Date: 2003-05-04 Member: 16056Members
    edited July 2003
  • TheFragTheFrag Join Date: 2003-07-04 Member: 17935Members
    <!--QuoteBegin--CaL_FiN+Jul 13 2003, 06:03 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CaL_FiN @ Jul 13 2003, 06:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm having trouble getting the .smd files to open in 3dsm <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

    I got the .mdl convertor to work.

    Then I downloaded MAX R4.x/R5 .SMD Exporter, I put it in my plugins folder and nothing. I tried to load it and it stays unloaded. I have a registered/authorised version of 3dsm5.

    Please help <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    If you havent figured it out yet, there is a script you need to import SMDs. You can find one here <a href='http://mojo.gmaxsupport.com/Sections/MaxScripts.html' target='_blank'>http://mojo.gmaxsupport.com/Sections/MaxScripts.html</a>
  • VragnorVragnor Join Date: 2003-07-22 Member: 18359Members
    Thx to anyone and everyone who did this guide thingey. You've just jump-started me <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • PanzerOxPanzerOx Join Date: 2003-04-22 Member: 15754Members
    edited August 2003
    Is there any way to do the transparency effect using Milkshape?

    EDIT: Never mind, a friend helped me set up studiomdl.
  • Duo_MaxwellDuo_Maxwell Join Date: 2002-11-02 Member: 4631Members
    A site (that just started) witch gives you video tutorials how to work whit 3d studio max.
    On the forums you can ask questions related to 3d max.

    <a href='http://bmc.unrealcodex.org/' target='_blank'>http://bmc.unrealcodex.org/</a>
  • nthngnsdnthngnsd Join Date: 2003-07-26 Member: 18442Members
    is there a qay to import sequences from smds to max?
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    Model viewers supporting transparency:
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=19&t=44897' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=19&t=44897</a>
  • JavertJavert Join Date: 2003-04-30 Member: 15954Members
    <a href='http://www.halflife2.net/forums/showthread...p?threadid=2193' target='_blank'>http://www.halflife2.net/forums/showthread...p?threadid=2193</a>

    HUNDREDS of tutorials for many modeling/design progs.

    Courtesy of halflife2.net, BWMaster.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    I updated the attachment in the main post to the latest versions of studiomdl and Kratisto's decompiler. These both support transparent textures, and the decompiler has a few additional tweaks (like including $cliptotextures by default in the qc file, which is a *very* useful addition).
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Tho it should be pointed out that again Kratisto's decompiler still outright refuses to extract animations involving "->" in their name.

    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • RedeyeRedeye Join Date: 2003-03-23 Member: 14819Members
    sorry if i couldnt read all of it(my attention span isnt the greatest) but is there a tutorial that shows how to make a simple gun model in milkshape?
  • niknito123niknito123 Join Date: 2003-09-09 Member: 20681Members
    edited September 2003
    how import NS MDLs into MilkShape?
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