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#1 |
![]() Join Date: Oct 2010
Reputation: 4209
Posts: 5,871
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HellJumper's Blender 2.5 Modeling Tutorial Ever wanted to create custom models for TF2? Hats, weapons, or anything else? Were you ever saddened because you didn't know how to model? All you beginners, look no more... I present my second installation of the Blender Tutorial! ![]() This tutorial is more inclusive, more explanatory, and uses the newest version of Blender. It is ultimately easier to follow, and produces better results. Picture-Based Supplementary Tutorial ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() I hope people find this picture-based tutorial useful for quick reference. It obviously doesn't go into as much detail as the video does, but it's great for people who watched the video at least once and want to quickly go back to look at things. I have phased out all support for 2.49b tutorials. The videos will remain on youtube, but I will NOT answer any more questions regarding an old version of Blender. Thanks! Last edited by HellJumper: 08-10-2011 at 08:23 PM. |
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#2 |
![]() Join Date: Oct 2010
Reputation: 4209
Posts: 5,871
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![]() Q: Do I need to install source SDK? A: Yes. You need it in order to have studioMDL.exe to work properly. Just install it by opening Steam, go to your library, go to the tools tab, and then install the "Source SDK". Once it's done downloading you can use the model viewer which is very useful. Also, you might need to press the "refresh content" button when using it for the first time. Just open the SDK up and there should be a button in the middle for that.Q: I don't have a sourcesdk_content folder! A: You must have the Source SDK installed to have access to this folder. Install it via the instructions above, and then run it at least once to ensure your clientside files were unpacked from the SDK gcf.Q: GUIStudioMDL and MDLdecompiler won't work! A: You have to put those programs in your C:\Program Files\Steam\steamapps\USERNAME\sourcesdk\bin\ep1\b in folder in order to work. In addition, MDLdecompiler needs to have all the check boxes unchecked.Q: GUIStudioMDL refuses to work after I set the correct file paths! A: Usually this problem can be solved by refreshing the SDK content. Do the following: Close everything > Open the SDK > click "refresh SDK content" > close the SDK > now try setting the paths again.Q: When I compile my model, the texture won't show up, or it shows up as a purple and black checkerboard. A: Make sure all your file paths are correct (in the .qc and the .vmt files). Check to make sure your materials are located in the folder designated by the $cdmaterials line in the qc file. Then check to make sure the .vmt is named EXACTLY what you named your .tga file. So if you named your texture 'Blender_Heavy.tga' when you exported it from blender, you must name your .vmt 'Blender_Heavy.vmt'Q: SMD tools isn't working / Blender won't recognize the files. A: If you are using the latest version of Blender, download the SMD tools script here and save it somewhere easily accessible. If you are using Blender 2.56, then download this one instead. The SMD tools version must reflect the version of Blender you are using! Open Blender and go to file > user preferences > add-ons > install add-on. Navigate to your saved script and select it. After doing this, click "Save as Default", and delete the script.Q: How do I remove a preexisting hat from a character model? A: Import character model > Select character and go into edit mode > Make sure everything is deselected first > Hover cursor over the hat vertices and press "L" > Delete or hide the vertices ('x' or 'h', respectively)Q: Why does my model export in a weird rotation? A: First test to see if the model works correctly in-game via the item test map or whatnot. If it is still at an odd angle, then chances are that you accidentally rotated a bone that is parented to your model. Delete any existing bones, import a fresh character model and reassign the bone you need to your model. If the model works fine in-game but is rotated at an odd angle in the HLMV, this is due to the fact that Blender uses a z-up coordinate system rather than the typical y-up coordinate system. It has no effect outside the HLMV if your model exported fine.Q: How do jiggle bones work in Blender? A: Thanks to SgtR007_1, we now have an answer. Thanks again, SgtR007_1!Q: How I model / export weapon models? A: Modeling / Exporting a weapon is a very similar process to hat making. The key difference lies in the fact that instead of using the bone rig of the character model, we will be using the bones of a pre-existing weapon that we want to replace. So for example, if we wanted to make a Sandman replacement, we wouldn't import the scout model, but rather the Sandman model to see what bones it comes with. The following is a process on how to export a weapon from Blender (c_models):Q: How do I make my hat paintable? A: Check out this post.Q: How do I attach particle effects to models? A: Check out NBC011795's post here. Thanks again, NBC011795! ![]() (coming whenever I have free time-- maybe the summer) Last edited by HellJumper: 11-25-2012 at 08:57 PM. |
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#3 |
![]() Join Date: Nov 2009
Reputation: 603
Posts: 1,949
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Woo!
nice to see you back.
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#4 |
![]() Join Date: May 2009
Reputation: 976
Posts: 4,269
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I really hope you don't get stupidly banned, again...
I'm watching you, BurtonJ, you ♥♥♥♥ing bastard.
Last edited by AbeX300: 10-26-2010 at 12:55 PM. |
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#5 |
![]() Join Date: Jul 2009
Reputation: 24
Posts: 140
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Wilkommen! I was wondering if you'd ever find your way back here.
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#6 |
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Guest
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Nice tutorial! im really interesting in using this one as my "school" lol
i just have a few questions: in your first video the last 10 seconds or so you mention a versino 2.9...what program is that for i was guessing blender. i cant find a 2.9 also for python, you link us to python 2.6.5 but there is a bug release fix 2.6.6. its ok to use this version yes? (click on 2.6.6 for link) |
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#7 | |
![]() Join Date: Oct 2010
Reputation: 4209
Posts: 5,871
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Quote:
Last edited by HellJumper: 10-26-2010 at 04:42 PM. |
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#8 |
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Guest
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oh ok so ill go download the 2.6.1 version.
EDIT: i made this page my homepage ;D F*** favorites when i can homepage it amirite? Last edited by MoZaiX: 10-26-2010 at 05:52 PM. |
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#9 |
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Guest
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okay a new problem. its with blender and the SMD importer.
it tells me to put the sctipts into my blender directory blender/scripts but there is no scripts folder. i made the folder myself and added the scripts but it does nothing when i go to file > import > its not on the list. i looked everywhere in my program files there is no other place that blender has installed files. im doign something wrong.. |
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#10 | |
![]() Join Date: Oct 2010
Reputation: 4209
Posts: 5,871
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Quote:
32Bit: http://www.blender.org/dl/http://dow...9b-windows.zip 64Bit: http://download.blender.org/release/...4-python26.zip |
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#11 |
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ok have it installed. i added the scripts properly, when i go to import them they dont show up on the list so i manually type the name in and i get this error:
Code:
Compiled with Python version 2.6.2.
Checking for installed Python... got it!
Traceback (most recent call last):
File "C:\Program Files (x86)\blender-2.49b-windows\.blender\scripts\import_anim_smd.py", line 510, in import_SMD_animation
action.setActive(Object.Get("armature"))
ValueError: object "armature" not found
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#12 | |
![]() Join Date: Oct 2010
Reputation: 4209
Posts: 5,871
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Quote:
If all else fails, just export to .obj, and milkshape can do the smd exporting. |
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#13 |
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Guest
Posts: n/a
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wtf..says on my download history that i did download 2.6.1 but it looks like the .zip contains 2.6.2...wierd. fail python lol..
can you please .zip me your python? because i just did it again. went to the stie downloaded 2.6.1 again. even when i run the installation the popup that comes up says "are you sure you want to installed 2.6.1?". but blender keeps showing 2.6.2, whats my problem. i might have to do it that way with milkshape then hmm? Last edited by MoZaiX: 10-27-2010 at 01:04 AM. |
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#14 |
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Guest
Posts: n/a
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Today's TF2 update has made it impossible to extract, open or write gfc files with cfg scape because the size exceeded the 4 gb limit...
Any suggestions?
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#15 |
![]() Join Date: Oct 2010
Reputation: 4209
Posts: 5,871
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Alright. Nem (the guy who made GCFscape) sent this e-mail: http://imgkk.com/i/-37n.png
It should be fixed by then. (Oh and I'm not Geit that is someone else.) |
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