|
PR Time:
|
||||||
| Register | Forum Rules | Developer Blogs | Project Reality | Members List | Search | Today's Posts | Mark Forums Read |
| PR:BF2 Community Modding Making or wanting help making your own asset? Check in here |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#1 |
![]() Join Date: Mar 2009
Location: Bridgewater, NJ
Posts: 786
|
I myself, am a ambitious person, who of which is trying to learn the steps and gears to 3d modeling in a insanely short amount of time (really ambitious).
What I want to know is the exact steps to modeling, coding, etc for BF2. I understand from today, that the model itself, is the first step, yet I know there are other things such as texturing, UV mapping and crap, but nothing has clarified this even after 2 hours of searching all over google, even though google is my proven savior at times. So what comes after the "model" and what are the views and concepts towards them. In a more specific question, my first attempt in modeing, a F/A-18C, which I hope (unlikely lol) to implement one day in PR for the USMC, CF, and ADF faction. My question is is if I should start the model by slabbing on a whole plane, then sculpt the whole middle part of the plane, then add on the wings and details later. If thats not the case, what exactly should I be doing, modeling it with seperate objects, step by step? Another question is how to implement things like glass, transparent objects (I.E. the Glass HUD), rubber (tires), and landing gear. I understand that most of this must be done within BF2 Editor, but must there be something done in the modeling process? Once again, thank you for helping my newby ass, Thank you. |
|
|
|
|
|
#2 | |
![]() |
Quote:
The ADF already have a new F/A-18. I suggest trying something smaller. Weapons first. Possibly a knife or handgun. Learn about the whole process and every in and out of Max. I learned the hard way and man that was hell. Look for any "Creating a Weapon for Source" tutorials. They are best. | |
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
||
|
|
|
|
|
#3 | |
![]() Join Date: Mar 2009
Location: Bridgewater, NJ
Posts: 786
|
Quote:
Screw google, I now worship you Z-Trooper. Lovely list you have made for me. And much thanks for the quick response. | |
|
|
|
|
|
#4 |
![]() Join Date: Oct 2009
Location: khabarovsk
Posts: 54
|
can on detailed about coding?
|
|
|
|
|
|
#5 |
![]() |
STICK THIS
|
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
|
|
|
|
|
|
|
|
|
#6 |
![]() Join Date: Mar 2009
Location: Bridgewater, NJ
Posts: 786
|
Sticky indeed.
* Edit, If I may ask, is there a specific proportional value that I must follow for BF2? If you don't know what I mean, ex. in Gmax/3ds max on the bottom toolbars, theres a Grid = whatever its set to? Is there a specific measurement I should use to make sure its in scale? I am using Gmax (a less feature abundant version of 3Ds max). |
|
|
Last edited by Drunkenup; 11-08-2009 at 09:05 PM..
|
|
|
|
|
|
|
![]() |
| Tags |
| basic, bf2, concepts, making, objects, steps |
| Thread Tools | |
| Display Modes | |
|
|