Modelling tutorial, in 4,398 easy steps!

woodelf said:
Here's the link to your uploaded tutorial neener. It's a .rar since I don't have winzip on my computer.

Thanks. I appreciate it.

Yes, I think I am.

I've commented on just about every new unit made and other than skinning and nifviewing I can't recall a new biped.

When you say a "new" biped, do you mean one they made themselves? Because I'm trying this with the default Praetorian, which uses the ordinary Firaxis biped, and should be no different to any other unit. Nobody has ever even tested the Praetorian that comes with the PDF tutorial?
 
neener said:
When you say a "new" biped, do you mean one they made themselves? Because I'm trying this with the default Praetorian, which uses the ordinary Firaxis biped, and should be no different to any other unit. Nobody has ever even tested the Praetorian that comes with the PDF tutorial?

Unless Rabbit has I can't think of anyone else who might have. I'll admit that I never even thought about doing it.
 
If that's the case, then I think maybe I should hold off from doing anymore until someone with a bit more experience has tried it out. I'm just getting really frustrated here because I have so little experience with even ordinary NIF stuff, let alone exporting bipeds that nobody else has done before. It's even more frustrating because I've managed to properly export the texture, and properly export the animations, but not both at the same time, and I have no idea why.

I can still model stuff, but I'm honestly ready to give up on exporting them unless someone else wants to try it too.
 
Well sitting at work it makes absolutely no sense why it doesn't work like their guide says. Stick with an awesome Skaven model now. :)
 
BOOYAH! **** YOU, FIRAXIS! IN YOUR ****ING FACE! WHO'S LAUGHING NOW, HUH? WHO'S LAUGHING NOW!

nightgobliningame.jpg


(yes, I know he looks a little odd. He's using the default biped, which stands upright whereas his model is designed to be hunched over, so his face kind of gets pulled back upwards. He's also bending his arm to hold a shield which isn't there. But other than that!)
 
:woohoo:

Did he hurt that one pig? :D

Now you have to write up another tutorial on how you accomplished this!
 
Added 5 images to the excellent tutorial neener. Let me know if you want others added to capture the steps.
 
woodelf said:
:woohoo:

Did he hurt that one pig? :D

Now you have to write up another tutorial on how you accomplished this!

Honestly, I don't even know.

The only thing I've managed to learn is that apparently the NIFViewer doesn't actually play the animations? Nobody told me that. At least, it doesn't play the ones exported from Max. I'd been checking the exported models in NIFViewer to see if they worked, and none of them did. Occasionally I'd check them in the game too, and they still didn't work, so I had no reason to doubt the NIFViewer. However, on a total whim, I decided to bring one of the non-working NIFs into the game, and it actually worked. So clearly on some models, NIFViewer is lying about what does and doesn't work.

edit-
Added 5 images to the excellent tutorial neener. Let me know if you want others added to capture the steps.

Which images? To which tutorial? This one or the one I posted in the Tut forum, or the uploaded one?

edit again-
Sezereth: Just one quick question about these attachable heads/armourparts you want from me. Do I need to do anything special with them when I export them, to let the game know they're attachable to other units? Or do I just export ordinary, static meshes? For example, let's say I make the Scout with no dress and a full bone structure, and I make 3 heads and 5 armour parts. Do I just export them all, individually, into 9 separate static NIFs?
 
I took 5 images from your tutorial and placed them in the database as teaser pics. ;)
 
Wonderfull, just wonderfull. Adding contrast is a good choice IMO, even if it looks too comic-like when zoomed in, but who the heck plays at such a zoom-level?


And I didn´t even say "thank you" for this great tutorial until now, But on the otherside didn´t I had the time to do anything with MAX the last weeks.
 
woodelf said:
You should link that file to your sig neener, it's a work of art.

Which, the tutorial or the Goblin/Pig party? The screenshot looks pretty terrible if you ask me. I'll show it to people when his skeleton is worked out. Besides, I've been ignoring my sig since I found out that I can't have a custom title or avatar :cry:
 
And for animations, bipeds etc.:

I think I said this before, but the only-one I know of who made a completely new model with animations is Chalid! Maybe you should ask him neener, but I don´t know if he used MAX for his Dragon.
 
neener said:
Which, the tutorial or the Goblin/Pig party? The screenshot looks pretty terrible if you ask me. I'll show it to people when his skeleton is worked out. Besides, I've been ignoring my sig since I found out that I can't have a custom title or avatar :cry:

I think you can have this now! You need 60 posts for this as far as I remember.
 
neener said:
Honestly, I don't even know.

The only thing I've managed to learn is that apparently the NIFViewer doesn't actually play the animations? Nobody told me that. At least, it doesn't play the ones exported from Max. I'd been checking the exported models in NIFViewer to see if they worked, and none of them did. Occasionally I'd check them in the game too, and they still didn't work, so I had no reason to doubt the NIFViewer. However, on a total whim, I decided to bring one of the non-working NIFs into the game, and it actually worked. So clearly on some models, NIFViewer is lying about what does and doesn't work.

edit-


Which images? To which tutorial? This one or the one I posted in the Tut forum, or the uploaded one?

edit again-
Sezereth: Just one quick question about these attachable heads/armourparts you want from me. Do I need to do anything special with them when I export them, to let the game know they're attachable to other units? Or do I just export ordinary, static meshes? For example, let's say I make the Scout with no dress and a full bone structure, and I make 3 heads and 5 armour parts. Do I just export them all, individually, into 9 separate static NIFs?

gratulations to exporting your model :)
ok, first, the nifr viewer does only play animations like a rotating rotor of a plane ;) no single other animation that is writen in a kfm file...

second, the unit on the picture i posted, i dont draw every single line of a unit with a brush, i used the texture of the original viking as the base (to know where his proportions are), the rest is done by layers, filters and a huge bunch of highlighting, darkening and some real drawing with a brush plus a big amount of that funny finger dragging tool :) but i didnt use any texture of another model !
Sometimes, for example to create a shirt, i copy the upperbodytexture of the unit, recolour it, use some filter and then draw and drag and highlight and stuff above it, but thats not different to create a new area, color it and do the same (except that you already have some life in the layer ehre the filters can apply, but you can easily draw that yourself too). so i can do a new texture on a blank UV map, if you ment that ;) (and i started some time ago to not use anything else than what comes from photoshop or from firaxis for textures). i dont even use templates (images from figures), it just pops up in my head and then it is a trial and error...

third: about those meshes, best would be you ask whiterabbit about that... with weapons, it is very easy, they can be mesh only. and with heads, perhaps it is good to have them a BIP Head in, i think then the head actually can be attached and is then part of the model instead of a seperate mesh, but dont know if this works, cause ive only seen this with actual heads from vanilla models (ripped of ones by rabbit and chalid)
 
Duke van Frost said:
I think you can have this now! You need 60 posts for this as far as I remember.

Wooo, you're right! Hooray for avatars! Although I do look kind of like Rabbit's evil twin now.

second, the unit on the picture i posted, i dont draw every single line of a unit with a brush, i used the texture of the original viking as the base (to know where his proportions are), the rest is done by layers, filters and a huge bunch of highlighting, darkening and some real drawing with a brush plus a big amount of that funny finger dragging tool but i didnt use any texture of another model !

Ah, I see. That's what I figured. Very nice work. I really ought to look through more of the Civ4 .dds files. So far I think I've only ever seen the Scout's.

third: about those meshes, best would be you ask whiterabbit about that... with weapons, it is very easy, they can be mesh only. and with heads, perhaps it is good to have them a BIP Head in, i think then the head actually can be attached and is then part of the model instead of a seperate mesh, but dont know if this works, cause ive only seen this with actual heads from vanilla models (ripped of ones by rabbit and chalid)

Hmm. From what I know of bipeds, I'd be really surprised if you could just put a BIP Head in there and attach it later. There tends to be pretty complicated heirarchical stuff going on with a biped which would be messed up by detaching bits. Still, I'll try to export them all as static meshes and pass them onto you, and if they don't work I'll add BIP parts later
 
Link the tutorial link in your sig. And your avatar is super cool. :)

And if you're a peon, what are the rest of us? :eek:
 
woodelf said:
Link the tutorial link in your sig. And your avatar is super cool. :)

And if you're a peon, what are the rest of us? :eek:

Thanks :)

Yeah, I wasn't sure peon was the best choice of word. I was going to put "slave" but that sounded a bit seedy :eek: What I was going for is the (quite accurate!) image of me being locked away in a darkened basement modelling away without any sleep, being whipped by my cruel modding overlords.
 
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