1. Post #1
    Yanukovich Style
    Dennab
    January 2008
    2,888 Posts
    Introduction

    Hey. So you want to start modelling for gmod and make your own models? Well then you are in right thread. Many people basically everyday make a thread with title " How do I start making models? What program do I need to use? How mcuh will that cost? Is that hard? " and offcourse many more titles. In every thread people get same answer.

    Also many people seem not to be able to find any tutorials. Which is acually very easy.
    If you compare mapping requests to modelling requests, and mapping release and model releases here are the stats:

    Models.
    Releases: 5,089 (taken at 10:16 PM 5/16/2010 )
    Requests: 20,732 (taken at 10:16 PM 5/16/2010 )

    Maps.
    Releases: 3,976 (taken at 10:16 PM 5/16/2010 )
    Requests: 2,584 (taken at 10:16 PM 5/16/2010 )

    So that's kinda sad. While maps releases overgo the requests, at the mean time requests of models are overtaking releases by 4 times. Personally I would say it's because modelling might be confusing sometimes, and it's not always the making of them than the compiling itself. In maps well yeah big deal build wall, add few entities press " Run " and done.
    So this thread has all information you need to start learning to model. But remember! This thread wont make you total professional, achieving level of professional is only by practice.

    Basic Model Description

    If you are thinking of learning modelling. Well then remember making a model you have to follow some of these points:


    [LIST][*]Try to keep polygon level as low as you can. (If it's high you will regret later in game)[*]Try to make a model as perfect as you can before releasing it.[*]Try to keep size of materials as low as you can. (Since materials are bigger than model)[*]Test your model in game does it actually works or not. Sometimes what appears as perfect in model viewer , may appear crap in game.[*]What looks nice in 3D modelling program, may not be what it looks in game so be ready to be dissapointed sometimes.[*]Always keep track of your polygon count in 3D program.[*]Always save your work in 3D modelling program.[/LIST]Programs For Modelling


    [LIST][*]Autodesk 3D Studio Max (a.k.a 3DS Max)_____Around $3,495__Or Get Trial Version[*]Autodesk Maya________________________Around $4,090__Or Get Trial Version[*]Autodesk Softimage XSI_________________ Around $3,790__Or Get Trial Version
    [*]Milkshape 3D_________________________ Around $32____Or Get Trial Version[*]Blender______________________________Totally Free____Get It Here[*]Google SketchUp_______$495 for Pro Verison, Otherwise Free_Get Free Version Here[*]Cinema 4D____________________________Around $945___Or Get Demo Version[*]Softimage Mod Tool____________________Totally Free____Get It Here[*]Wings 3D____________________________Totally Free___ Get It Here
    [*]DAZ Studio 3D________________________Register Free___Get It Here[/LIST]Some of Sculpting Programs
    These are the programs that can help you make high quality models. They are useful because they are able to work with really high polygon amounts. And then you can reduce poly count and use it in game.


    [LIST][*]Autodesk Mudbox____________________About $250____Or Get Trial Version[*]Zbrush_____________________________About $595____Or Get Trial Version[/LIST]

    Prices may be different for different countries because of currency, and depending on package you are buying.

    Some Info

    Personally I use 3DS Max 2010, I like it so far. If you are just starting I would suggest you get Blender since it's absolutely free and that's what people start with usually. Google SketchUp - not sure never really used it, but I heard that people make nice things with it so you might also wanna check that since it's free as well.

    Getting 3D modelling program isn't the all deal yet, you have to get .SMD export plugin for program. Each of programs listed above have different SMD export plugin offcourse but don't worry check the list below for SMD plugins.

    SMD Plugin Source

    [LIST][*]3DS Max SMD Plugins:_________ SMD Export Plugin -------SMD Import Plugin[*]Maya SMD Plugins:___________ SMD Export Plugin[*]XSI Mod Tool SMD Plugins:____ SMD Export And Import Plugin[*]Milkshape 3D SMD Plugins:_____ Has Built In SMD Export/Import[*]Blender SMD Plugins: __________SMD Export Plugin ------- SMD Import Plugin[*]SketchUp SMD Plugins: ________ See Below For More Info[*]Cinema 4D SMD Plugins: _______ SMD Export Plugin[/LIST]SMD plugins doesn't work for XSI Softimage, they Do work only for XSI Mod Tool.

    SMD Plugin Installation


    [LIST][*]3DS Max SMD Plugins:[*]For 32-bit, copy the SMDExport.dle into your 3DS Max plugins folder.[*]For 64-bit, copy the SMDExportx64.dle into your 3DS Max plugins folder.[*]In Plugins Archive README file.[/LIST]
    [LIST][*]Maya SMD Plugins:[*]Wiki[*]Plugin Website[/LIST]
    [LIST][*]Softimage SMD Plugins:[*]Wiki[/LIST]
    [LIST][*]Milkshape 3D SMD Plugins:[*]No Need For Installation[*]File --> Export --> Half-Life SMD[/LIST]
    [LIST][*]Blender SMD Plugins:[*]Wiki[/LIST]
    [LIST][*]SketchUp SMD Plugins:[*]Wiki[*]SketchUp to Hammer - Wiki[/LIST]
    [LIST][*]Cinema 4D SMD Plugins:[*]In archive README document.[/LIST]Materials/Textures

    You will also need to learn some texturing and texture making.
    Format for textures in source is .VTF and each texture also has a file .VMT.

    .VTF - It's the main texture file which will appear on your model. There might be few of them for different maps ( such as bump maps)
    .VMT - It's the main setting file for your texture which tells engine all about your texture. Information such as bump map of it, how shiny it is, how dark it is, how much glowing is it and so on.

    You can use basically any program for texture making.

    Nice and Easy VMT Creator By diwako - Download Here

    List Of Programs:

    Photoshop - Around $699 - Get Trial for 30 Days
    Gimp - Totally Free - Download Here
    Paint.NET - Totally Free - Download Here
    CrazyBump - Starting From $49 - Or Get 30 Day Trial
    PixPlant 2 - Around $175 - Or Get Demo Version



    Some Description:

    Photoshop - Good, easy to use and understand. Has a lot of free downloadable resources such as Brushes. Has .VTF plugin made by Nemesis which allowes you to make textures in photoshop and export them directly into .VTF format. Also supports plugin by Nvidia which lets you create bumpmaps directly in photoshop itself. Overall good program except the point that it costs some money. But you can get trial version for 30 days.

    Gimp - Good, but a bit harder to use, something really similar to photoshop but has less resources for it available. Also has normalmap/bumpmap creation plugin. One of the drawbacks is it doesn't support .VTF plugin. So you will have to save texture as .TGA and then use VTFedit to convert it into .VTF. But offcourse big difference for this is that it's totally free.

    Paint.NET - It's ok program if you are just learning how to make textures. Can be a bit hard to figure out stuff in it such as alpha map creation. Does support VTF plugin but unfortunetly doesn't support bumpmap plugin. Also big advantage of it is it's free.

    CrazyBump - It's good and powerful program for different map making such as bump maps, specular maps, normal maps. Really easy with a function to view bump map with lighting. Except the drawback that it costs some money.

    PixPlant 2 - I use it a lot! It's a really good and powerful program. It's able to create ANY texture tiled. It will reformat it that way , so it looks like texture you want but will be perfect for tiling. Very good for making tiles, wallpapers for your maps and models. Also has build in bumpmap generator with same possibilities as CrazyBump. Again drawback is it costs a bit. But it's worth it for that price.

    Compiling

    When you make your model, if it's just prop you should end up with 2 .SMD files
    1 for body of model - like main model.
    1 for collision model - like determines physics of your model and what shape it has.
    And offcourse you will have to write .QC file.

    Code:
    $modelname path/modelname.mdl
       $scale 1.0
       $body "Body" body_smd.smd
       $sequence idle "body_smd" fps 30 ACT_IDLE 1
       $surfaceprop "metal"
       $cdmaterials "path/texture folder/"
       $collisionmodel "collision_smd.smd"
      {
        $concave
       $mass 2000
      }
    $modelname - Tells compiler where to compile new model. Path starts from model folder so you don't need to specify full path from desktop but just like for example if I want my model to be in steamapps/[user]/hl2ep2/ep2/models/als
    I would write $modelname als/newmodel.mdl
    ( I suggest you don't use spaces in name of new model)

    $scale - Specifies by how much times increase/decrease size of your model. 1 means same as in 3D modelling program.

    $body "Body" models_smd.smd - Tells compiler which SMD is main body of model. Just write there your SMD model.

    $sequence idle "body_smd" fps 30 ACT_IDLE 1 - Basically any model in source has to have some sequence, if it's animated sequence you specify it here. But for props you just write in your main body SMD file.

    $surfaceprop "metal" - Tells compiler what material model will be. There is whole range of materials here.

    $cdmaterials "path/texture folder/" - tells compiler and source engine where materials for model is. Path starts from materials folder. If I wanted to have materials in steamapps/[user]/hl2ep2/ep2/materials/als/ I would write
    $cdmaterials "als/"
    ( I suggest you don't use spaces in name of textures)

    $collisionmodel "collision_smd.smd" - There you specify where is your SMD collision model file.

    Last 2 comands are optional.
    $mass - says how heavy your model will be.
    $concave - needed if your prop will have concave collision. Model such as rock may not need $concave. But something like jar will need $concave read more here

    Software For Compiling Models

    Personally I prefer to use GUIStudioMDL
    But there are also StudioCompiler

    Tutorials and Useful Links

    Can't find V1 of thread.
    The Facepunch "Model/Skin" Pimpage/WIP Thread V2

    The Facepunch "Model/Skin" Pimpage/WIP Thread V3
    The Facepunch "Model/Skin" Pimpage/WIP Thread V4


    SourceSDK Documentation Valve Wiki
    SourceSDK Modelling Documentation Valve Wiki
    Info on Compiling A Model
    Tutorial on UWV mapping (texturing)
    Nice Tutorial on QC file making from Interlopers.net
    Interlopers Website
    Some Website with 3DS MAX Tutorials
    Very Nice Website with 3DS max, Cinema, Blender, Maya Tutorials
    Program For Making Human Model
    Beginner Modeling Methods and Techniques for 3DS Max
    Bodygroups
    Skin groups or Texture groups
    Taggart's Headhacking Tutorial
    Smoothing
    Generating Normal Maps


    Local Tutorials by Users

    Some Basic Modelling in 3DS Max
    Model for Source In Blender
    Nice tutorial on rigging by Mario (a lot of links seem to be missing but still some are good)
    Everything About Blender
    Hexing ragdolls

    Video Showing How To Make Collision Model
    Collision Model Making Info Wiki
    Big List of Tutorials
    Xoliul's Viewport Shader for 3DS Max

    ALso I suggest you check in
    If anyone has anymore links to tutorials please post a reply and I will add it to the tutorial list.

    So I think I am done, took me 4 hours to get this finished. I hope this will help someone learning how to make models.


    Little Extras By Users

    Nice and Easy VMT Creator By diwako - Download Here
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  2. Post #2
    St33m's Avatar
    November 2009
    612 Posts
    Rated useful, buddy!
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  3. Post #3
    Gold Member
    fewes's Avatar
    December 2006
    1,663 Posts
    Oh thank heavens, finally an informative thread that covers so much! Rate this man useful!
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  4. Post #4
    Mods, sticky this thread. Now.
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  5. Post #5
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,871 Posts
    Don't forget the free version of XSI: http://www.moddb.com/downloads/autod...ge-mod-tool-75

  6. Post #6
    Yanukovich Style
    Dennab
    January 2008
    2,888 Posts

    I thought that's addon for full XSI?

    Ok added it.

  7. Post #7
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,871 Posts
    Great tutorial. Truly fantastic.

    I'm a little unclear on how you make a physmodel though - do you make a completely separate model or do you make a model over your model...?

    Also, do you need a collision model for a view model?

  8. Post #8
    Yanukovich Style
    Dennab
    January 2008
    2,888 Posts
    Great tutorial. Truly fantastic.

    I'm a little unclear on how you make a physmodel though - do you make a completely separate model or do you make a model over your model...?

    Also, do you need a collision model for a view model?
    View model does not need collision model.
    But for other part of question, yes it's completely seperate file just re-traced with simple shapes of original model.

    There I added 2 more links to info on them


  9. Post #9
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,871 Posts
    Ok.

    How would I get my model at a reasonable size for use in game?

    Edited:

    So I think I am done, took me 4 hours to get this finished. I hope this will help someone learning how to make models.
    By the way, it really, really did.

    Thanks a bunch.

  10. Post #10
    Yanukovich Style
    Dennab
    January 2008
    2,888 Posts
    $scale - Specifies by how much times increase/decrease size of your model. 1 means same as in 3D modelling program.
    There is answer for your question.

    You use that method if you noticed that in game it's too big, and you are too lazy to rebuild it in 3DS MAx, you can use this method. It doesn't really affect model any way.

  11. Post #11
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,871 Posts
    To get it the right size, will I just have to use a lot of trial and error?

  12. Post #12
    Yanukovich Style
    Dennab
    January 2008
    2,888 Posts
    Well if you see in game model is too big.
    Lets say your model is a box.
    In game it's 100x100x100
    You want it smaller
    so you put: $scale 0.32
    It should make it about 32x32x32 size now.
    Or if 100x100x100 is too small
    you put $scale 5.0 And compile again and in game it will be now 500x500x500

  13. Post #13
    Gold Member
    fewes's Avatar
    December 2006
    1,663 Posts
    You might want to add Zbrush and Mudbox to the list of modeling software under "Sculpting", or something. Also, I'd add a link to Crazybump under the texture section.

  14. Post #14
    Gold Member
    ~ZOMG's Avatar
    December 2009
    9,871 Posts
    Ah, didn't think of that.

    Thanks.

  15. Post #15
    Gold Member
    Nexus_Elite's Avatar
    July 2006
    6,323 Posts
    Nice OP, would be useful for a lot of people here. Not for me though :p but still awesome tutorial.

    Also you might want to tell which ver of blender work on those smd, god hate how blender works on certain vers and pythons ver as well just so the right plug-in can work.
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  16. Post #16
    Yanukovich Style
    Dennab
    January 2008
    2,888 Posts
    You might want to add Zbrush and Mudbox to the list of modeling software under "Sculpting", or something. Also, I'd add a link to Crazybump under the texture section.
    Ok added what you said, + 1 extra which I use .

    Edited:

    Nice OP, would be useful for a lot of people here. Not for me though :p but still awesome tutorial.

    Also you might want to tell which ver of blender work on those smd, god hate how blender works on certain vers and pythons ver as well just so the right plug-in can work.
    Well that link http://developer.valvesoftware.com/wiki/Blender has info on that you need to get python. It's in the SMD's for blender wiki page which I have in thread.

  17. Post #17
    Gold Member
    Pac_187's Avatar
    November 2005
    326 Posts
    The SMD import/export plugins for XSI do only work for the Mod-Tool version.

    You should mention that ;)

  18. Post #18
    Yanukovich Style
    Dennab
    January 2008
    2,888 Posts
    The SMD import/export plugins for XSI do only work for the Mod-Tool version.

    You should mention that ;)
    Added that.

  19. Post #19
    Dennab
    February 2010
    712 Posts
    If you compare mapping requests to modelling requests, and mapping release and model releases here are the stats:

    Models.
    Releases: 5,089 (taken at 10:16 PM 5/16/2010 )
    Requests: 20,732 (taken at 10:16 PM 5/16/2010 )

    Maps.
    Releases: 3,976 (taken at 10:16 PM 5/16/2010 )
    Requests: 2,584 (taken at 10:16 PM 5/16/2010 )

    So that's kinda sad. While maps releases overgo the requests, at the mean time requests of models are overtaking releases by 4 times.
    It gets even crazier. More than a few threads in the mapping request section is mappers asking to take requests.

  20. Post #20
    Gold Member
    Pac_187's Avatar
    November 2005
    326 Posts
    Here are few Tutorials for ( advanced ) users which want to start modeling Weapons:

    3DS-Max: http://racer445.com/ ( especially his AK74U Tutorial! )

    3DS-Max: http://www.moddb.com/tutorials/beret...video-tutorial ( Beretta 9000 )

    XSI: http://www.fpsbanana.com/tuts/1605 ( Colt 1911 )


    Skinning Weapons

    http://www.youtube.com/view_play_lis...90693098143F90

  21. Post #21
    Busymonkey's Avatar
    July 2009
    1,974 Posts
    Maybe add some of these:

    http://www.facepunch.com/showthread.php?t=848446 (Inside thread)

  22. Post #22
    Gold Member
    bunguer's Avatar
    August 2005
    1,093 Posts
    Good thread, about time someone did this, there are some errors and some information that could be improved but overall is quite nice and hopefully good for beginners.

  23. Post #23
    It gets even crazier. More than a few threads in the mapping request section is mappers asking to take requests.
    But more than a few threads in the models request forum are "hey, where do I download this model". And, unlikely as it sounds, there are modelers posting threads asking for work. So I think it balances out.

  24. Post #24
    Yanukovich Style
    Dennab
    January 2008
    2,888 Posts
    Good thread, about time someone did this, there are some errors and some information that could be improved but overall is quite nice and hopefully good for beginners.
    Yeah that's because English is my 4th language so kinda hard.

  25. Post #25
    Gold Member
    diwako's Avatar
    May 2006
    2,270 Posts
    Mind adding my Vmt creator, it doesn't have all the vmt features, but for basic stuff it is fast and better then fiddling around in a text editor.



    Download

  26. Post #26
    Yanukovich Style
    Dennab
    January 2008
    2,888 Posts
    There added it. I liked it.

  27. Post #27
    carywinton's Avatar
    March 2009
    5 Posts
    Probably one of the most kick ass an informative posts I have ever seen, I am sincerely grateful, mostly because I am really new to alot of this and have a great desire to learn.

  28. Post #28
    PSS Gamer's Avatar
    November 2009
    18 Posts
    Here's some other helpful resources:

    Daz Studio 3D(it's free but you'll have to register for the serial number):
    http://www.daz3d.com/i/software/daz_...3?_m=d&cjref=1

    MakeHuman(a free app that allows you to make your own human character): http://www.makehuman.org/

    I don't know if Daz supports smd, but what you can do with daz and makehuman is that you can export your model from them as a .obj file then import the model you want in another program(like 3ds, maya or softimage) to add bones and etc. them convert them into a smd file.

  29. Post #29
    Gold Member
    highvoltage's Avatar
    May 2009
    1,798 Posts

  30. Post #30
    Yanukovich Style
    Dennab
    January 2008
    2,888 Posts

  31. Post #31
    Gold Member
    HeavyMtl123's Avatar
    December 2007
    1,803 Posts
    Holy Jesus, $3K for 3DS Max? why is it so expensive?

  32. Post #32
    Gold Member
    wraithcat's Avatar
    December 2007
    12,928 Posts
    Another tutorial from here I'd recommend adding to the list. It's not complete but has a lot of basics on rigging and compiling.
    http://www.facepunch.com/showthread.php?t=542906
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  33. Post #33
    Yanukovich Style
    Dennab
    January 2008
    2,888 Posts
    Another tutorial from here I'd recommend adding to the list. It's not complete but has a lot of basics on rigging and compiling.
    http://www.facepunch.com/showthread.php?t=542906
    Thanks but I sugest you read OP links before posting.


    But still thanks in case I would skip that.

    Edited:

    Holy Jesus, $3K for 3DS Max? why is it so expensive?
    I think it's because companies make millions from commercial use of it.

  34. Post #34
    Gold Member
    wraithcat's Avatar
    December 2007
    12,928 Posts
    Ah sorry must have overlooked it.

    And yeah it's the same deal as with photoshop and similar programs. Commercial studios make giant amounts of cash from it.

    Other relatively cheap packages which are good are lightwave and rhino 3d. Though none have an SMD exporter or importer as far as I know.

  35. Post #35
    |King Flawless|'s Avatar
    February 2010
    712 Posts
    Holy Jesus, $3K for 3DS Max? why is it so expensive?
    Because its for professionals not beginners

  36. Post #36
    StephenOrlov's Avatar
    December 2009
    605 Posts
    Rated useful! nice thread.

  37. Post #37
    Dennab
    February 2010
    712 Posts
    But more than a few threads in the models request forum are "hey, where do I download this model". And, unlikely as it sounds, there are modelers posting threads asking for work. So I think it balances out.
    Which brings up a question to modelers. Maybe I just never view the WIP thread, only the releases, but it seems nearly everything is player/NPC models and skins. Not enough props or stuff mappers could use. It would help a ton of people to make prefab-type stuff or vegetation, doors, lights, windows, a lot of the stuff that HL2 misses.

  38. Post #38
    Moderator
    Jaanus's Avatar
    March 2006
    4,142 Posts
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  39. Post #39
    not retarded or something
    Fenriswolf's Avatar
    July 2008
    6,172 Posts
    Yes! I have always wanted to model hats and stuff for TF2. Thank you kind sir!

  40. Post #40
    Yanukovich Style
    Dennab
    January 2008
    2,888 Posts