| Junior's Modding Workshop - Virtual
3D Creativity
†
15 August 2008
Introduction
In deciding to add a new page on Modding,
and 3D Modeling in general, I've taken down some prior entries from
other pages of THS and more appropriately placed them here.
While the desire to get into 3D modeling
came about about some years ago, with the release of several modifications,
and specifically weapons packs, for Rogue Spear, and then
later Ghost Recon, it has taken this long for me to get
some decent literature on the subject. As I write, I've still not
booted into a screen of 3D
Studio Max or witnessed the origin for real. Still, my brain
absorbs the information necessary to make a healthy beginning into
this foray of virtual engineering. And speaking of which, I can
already say that a prior appreciation of real world engineering
allows me to better understand the texts I've been making my way
through.
The world of vector graphics permits
you to construct anything you might otherwise create in the real
world with wood, metal, cardboard or plastic, in virtual space,
and then manipulate it to operate as any mechanical device would,
through animation.
While my initial interest in modding
computer games came out of the pains to discover a particular game
was, while great in and of itself, didn't feature my favourite pieces
of hardware - more than a decade on it is evident there are far
more uses for the skills of 3D modeling than that. Television constantly
bombards us with CGI and animations in advertising. Feature films
are released where there is no live action scenes at all, and the
video games industry now well and truly outstrips Hollywood in making
money through the virtual universes its creators produce. On top
of that, architecture now makes full use of virtual spaces to depict
either proposed or existing engineering feats of the real world
to assist themselves in design or to show their works to clients
or those they are contracted to.
Technology now allows structures themselves,
as well as effects like smoke, water movement, lighting or even
weather to be depicted with such realism you wonder if you're not
actually in the real world. But to be able to create these sorts
of amazing atmospheres and environments starts with the first step.
I've done that now, so its just a case of continuing the journey...
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12 September 2009
Cabinets, Galil Tutorial,
Compound Objects, and modeling the real world.
Got to work on some modeling tonight.
Part way through the set of drawers I mentioned. A few tricky bits
but its a case of remembering to follow the instructions to the
letter, not assume anything or think you can skip anything due to
prior experience. Little steps...

Looking over a tutorial to build up
a Galil rifle told had me thinking that it is probably a good idea
to practice individual portions of such projects, to learn key processes,
such as the idea of in order to bore equally spaced holes through
a cylinder (say for a flash eliminator) you put a a couple of cylinders
through a tube, by going to Compound Objects and choosing Boolean,
clicking on "Pick Operand B", click on the given cylinder
and thereby create the holes through the original cylinder at the
end of the barrel.
http://www.max-realms.com/modules/tutorials/galil01.php
Thanks to Ran
J. Levay for the model and the insight.
Had a yak to a guy I know who does this stuff professionally
- he said he learned to do Boolean operations on the first few days
of his degree, but didn't actually use them until four or five months
later. He told me to be mindful of them so far as low-poly counts
on your model, for gaming purposes. They are a bit intensive, and
there are, as I've said in the past, more ways than one to get a
particular outcome. Often you can just work with a shape's existing
geometry, extrude etc, in order to get the desired look.
Realise that, while most of what I
want to learn is based around characters and weapon models for gaming
applications, without learning other areas such as animation or
other things I'm likely to miss out on a lot, and even forgo discovering
easier, more efficient ways of doing particular things. Plus, logically
enough, if you want to build gaming type environments, they contain
vehicles, furniture, organic features, structures, everything you
find in the real world environment so its foolish to get tunnel
vision and only be putting together models of soldiers and pistols
and rocket launchers alone. You can't get a job rendering up a house
based on architectural plans if you haven't ever modeled a house
before...
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03 September 2009
Motivation for More Modding
http://www.autodesk.com/3dsmax
More talk of modding and the suggestion
made that introducing a bow might be an idea. Well, I'll be happy
just to render one up. Rigging is the problem but that's a long
way off. Just getting it into the game would be great. Having it
operable regards limb movements might be a trick, might even be
impossible, but one can only see by trying. Speaking of which, the
thoroughfare software wise in S.T.A.L.K.E.R.
land is somewhat disjointed at best, but 3D
Studio Max is industry standard and I'll be very keen to get
some decent hours under my belt with it. Back to the text books,
with a somewhat different flavour to what I am used to.
Note to self: remember that the AEC
Extended Primitives have heaps of foliage options and architectural
items that can be used for maps. And I can use the Hose primitive
under Extended Primitives as a superb base for a under-barrel GL,
eg: draw it out and slice it down the middle.
Going to be taking a wee look at Call
of Duty 4 - no, not the ongoing saga of this particular franchise
but the contemporary version of the WWII FPS. Very realistic I'm
told but for those investigating military simulation they can't
seem to get trigger groups sorted. Maybe every weapon capable of
automatic fire can only fire in automatic. Well, maybe they were
trying to replicate the movies... Sad. Some do like the idea of
replication of real-world tactics and not just chewing through the
ammo for no result.
And now, alas, I must return to my
studies...
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22 December 2008
Final Assessment... and a bit more modeling.
After sending off a parcel home, and receiving one,
I was off to make the most of the labs again. Today I got started
on a MSG90. No, its not some horrible thing in your food, but it
is one fine piece of German engineering which can be helpful in
acquiring a meal. Expensive, but no where near as expensive, and
far more robust, than its excessively refined PSG-1 cousin. About
half way there, should be able to finish it tomorrow but the results
are going to be a bit rough, I can tell.
As I said in the labs and fixed up my email / login
problems the results for the third project came in. A B+ means,
after the other two I'll end up with a respectable B average. The
comments were moderate, and it seems that too much detail in my
concept was my downfall for a better mark, or rather, to much academia
and not enough imagination from the other side of the fence. I'm
glad of a pass anyway, and hope to do a few more Design papers next
year to make up the points needed for the double degree business.
Investigate Magazine were kind enough to send out
a couple of complimentary copies of the September issue in which
Defence Matters
was published. Think I'll flick one off to the old man and see what
sort of reception I get. Try to show that my life hasn't been all
a misfire, stovepipe misadventure.
Gidday Shakes. Hey man, all the best to your mob
ya Aussie bugger, and we'll hook up soon eh.
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21 December 2008
Some Kiwi Smoke.
Of my academic studies, next year, just making up
points means it won't be so hard a thing to grind - so the balance
of my various studies, including those martial, it is an apt time
to return to the Dojo.
Today I was in the labs, even though the 104 is now unofficially
(officially we have another week) over. I downloaded a few tutorials,
one a character model, which I'll begin tomorrow, a 30-30 lever
action, and a smoke grenade. It's an M18, but, well, as you can
tell from the comparative pictures below, you wouldn't want to give
the thing any sort of official designation :) Today a ruff as smokey,
tomorrow, a fully textured G36
with a KSK splash sandbox paint job.
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27 November 2008
Further
Rendering...
Another night in the labs until 2100, but I got
65 of my renders done of my "simple" object. Need 50 by
Monday, and 81 (what a beautiful number...) required for the second
experiment. Our favourite one will be textured. I think I know which
one it will be - classmate reckoned it looked like Batman.
And low and behold tonight on the late news there was word that
there was a forthcoming comic which will sign the death of the Dark
Knight. Super Heroes have perished before. We shall see. But what
a franchise.
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26 November 2008
Solid
Works, 3D Max, Morphing... and 81 versions of... something.
Solid Works is a pain. The tutorials are
hard to follow for a newbie. Have to make sure your menus are set
up exactly as required in the tuts. We learned to use it to produce
a 3D image from a 2D pic, in order to take it into 3D Max
and get onto the good stuff of manipulating things. Glad we can
now ditch SW and move on.
Sorted what I needed to do, and to be honest, I
could have done it better without the tutorials. Played around with
morphing and other manipulations. Have to produce 81 versions of
the same initial 3D image. All about learning the design process
and appreciating that you don't do just one or two renditions of
any given project to come up with a final product. I've learned
that in very different creative worlds.
Getting help, helping your mates. I can tell you
this, if what the lecturer says about time spent to get a pass is
anything to go by, I've got to pass, despite the difficulty and
time constraints. Heck, to learn that we learn in a day on Solid
Works what a normal semester take in in two weeks... Tonight I was
home before dark. Last night, 2100. Gotta make it.
Three of my renders, the green one the original.
I like the brown one cause its ended up like a row boat. The image
idea has an abstract simple version of Santiago Calatrava's Tenerife
Auditorium.
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25 November 2008
UnrealEd,
Static Meshes, First Assignment... and the art of lighting a scene.
Found out I have to go up the hill to get my access
card sussed out. All after a week and a half. Bit shabby really.
Especially when we don't have too much spare time to do so much
work.
Discovered static meshes in UnrealEd, which are hundreds
of pre-made objects you can insert. I used several different rocks
to put in place to save trying to build them from scratch. Given
a bit more time and effort, producing a pretty reasonable map will
not be too difficult.
As old as it is, this program is a good introduction
to rendering. I'm seeing it like learning to shoot with an old pig
of a .303 jungle carbine, then going onto something far more refined,
like a Remmie 700, the 3D world equivalent being 3D Max
or Maya. Yeah, like no one should really learn to drive
in a late model car, much less an automatic.
Has been really good to help out class mates and
share the learning experience. Feel good about achieving so much
in such a short time.
Got the first experiment in just in time, along
with most of my classmates. Think we all know, given more time,
the results could have been far better. I had last minute problems
with my lighting - ones for my "normal" room kept rendering
red. Deleted them and inserted some new ones. Pretty happy all things
considered. So true, lighting goes a long long way to creating the
atmosphere and presenting the final product. Doesn't matter if its
a promo for a game, a 3D model of a house, or a video for a new
product...
Can't believe you've been here for a year D. Hopefully
the renewal of the visa won't lead to anything near the hassles
of last time round eh. Been good to know ya man, and all the best
in finding a new digs.
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24 November 2008
Door
Security, Getting to Grips with Unreal Ed, Results
Managed to get into the building yesterday. Just
waited for a friendly student with a working card to turn up. Whole
swag of us waiting so I'm definitely not alone. Dunno why its closed
on Saturdays but open on Sundays. Maybe the people who own the building
are Jewish? Opps, starting to sound like Sgt. O'Neil. Low and behold
this morning, I can get in the building. Didn't even have to go
and see someone - which it was looking like, for sure.
Was odd too, checked for my results again on Friday,
no cigarette... I mean cigar. And checked yesterday and sweet as,
there they where. Gave me the energy to work through till 2030.
I got the mainstay of my map for this first "experiment"
as they like to call them here. After all the other tries, finally
getting the hang of the program and sorta know where I'm at with
stuff. All in week.
Personally, think I've done really well, never having
been near the program before. Unreal Editor is okay, if
not a bit dated and not meant as a professional tool, even in Game
Design as such, but once you get the hang of it, the fundamentals
stand you in good stead if you don't go straight to the likes of
Maya of 3D Max.
Got the result for Scriptwriting a wee while back.
Nice and quick that was, especially with a course which had so much
paper work. Got an A- for Asian Cinema... rapt. Better second essay,
my Blade Runner
one, and a kick arse presentation, which is perhaps the best one
I've been involved in. Entertaining too people reckoned. Always
a bonus. And a B+ for Popular Music. Wanted to have a A- to sit
next to the 200 level course, but with being crook just on when
the first essay was due there are no surprises.
Anyway, better bug out for my first Design lecture
of the new week. Then at least five or six hours in the labs...
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19 November 2008
Third
Day, Some Kinda Map...
Today I was nailed for thinking about too many aspects
in regards the designer I'd chosen as my influence for the first
project (experiment we're calling them). Must be the fault of three
years straight study. Oh well, rather have too much info to run
with than not enough. Can't be done for not doing my homework. And,
apparently, if you come every day, do the work, do the self-directed
stuff and are seen to put in the effort, you'll pass. Well, if yesterday
is anything to go by...
And today I actually solved a few problems, got
my first proper map together - in the prescribed manner - two rooms
joined by a corridor. Sweet as. I'll right more on it on the Modding
page soon I think. Getting the hang of it as we work our way through
UnrealEd, for UT2004.
http://udn.epicgames.com/Two/WebHome
Hopefully experience with Dreamweaver (we
present our work on a website of our own design which must reflect
the themes of the virtual environment we've created) and Photoshop
will help to balance up with my lack of knowledge here, and I can
spend more time concentrating on my newbie status. Seriously looking
forward to 3D Studio Max.
I have got a 30 day trial of 3d Studio Max,
but no PC to run it on :(
Another day and my access card doesn't work. No
after hours time in the lab for me, still. Better be sussed by tomorrow...
11 September 2008
First Renders, Jeeps, RPGs
... and getting ahead of myself.
In what ended up being the early hours
of Wednesday the 10th day of September I did my first, quite ordinary
render. It is the results of a somewhat disfigured cube. Yes, one
does always start with a cube. Was a bit tricky remembering keys
and commands, but as with all things, practice makes... ummm, well,
a more efficient worker bee. That brings me up to about page 29
of the file mentioned below, and being as I have a meeting tomorrow
with skool mates and it is now 0040hrs I better bug out and get
some zzzzzz...
And now it be 0252hrs on the 11th...
Just flicking through the file I see I get to make a die (singular
for dice) which includes the pits in the cube shape to denote the
numbers on each side. Further on to that, I was quite surprised
to see what looked like a mutated RPG (rocket propelled grenade)
launcher, as if it was part of a snap together toy. Well, I get
to build the entire Jeep, RPG included. It is broken down into steps,
unsurprisingly: seats, tires, mud guards, fuselage... I mean car
body thingy. Wicked.
Additionally there is a wee project
where you render a wolf, based off a photograph, linking a .jpg
file as a basis for a model. Basically, this is how you'll start
out with a weapon for a game from what I can gather. Just at the
moment, I'll be quite rapt just to make it though this tutorial.
firstrender.jpg
03 September 2008
Learning Blender... and first
port of call for documentation.
The following document goes from the
very basic to advanced methods in Blender. Much of the material
is transferable to other packages and is a very good starting point.
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro
This is the key reference to start
out with when using Blender. I've made my way through the first
twenty pages. The first few sections are on finding your way around
the interface. At 140 pages I should hopefully be done by the time
I start Summer School. Deeming they use it in DESN 104 this probably
wasn't a silly idea. Many of the terms and techniques are totally
compatible with the industry standard 3D Studio Max so there shouldn't
be too much double handling during the learning process of the latter.
Will be back once I've made some headway on the modeling side in
the document. I'll drop in some screen dumps of what's been created.
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19 August 2008
Blender... and Design courses
at university.
It took a while to click, but eventually
I investigated the Victoria University's School of Design in regards
what they had to offer in the realms of 3D modeling. My initial
correspondence reminded me of Blender, a open source 3D modeling
program which is well worth looking into if you're running Linux
etc. I'm going to explore that angle myself in time. Much of the
terms and methods are the same as the industrial standard 3D Studio
Max. Asides that, I still have to find out what the textbook is
for DESN 104, so hopefully I can preempt some of my learning before
Summer School starts. If its theory, and not hands on computer lab
work at the 100 level, then I'm likely to give it a miss.
http://www.blender.org
The URLs below provide some idea of
the output and course content offered at . While the courses offered
in Auckland are more the atmosphere I'd prefer, I have to weigh
that up with the city in which I'm studying, and my capacity to
study successfully.
http://www.mediazone.co.nz/blogs08/DESN205
http://www.mediazone.co.nz/blogs08/DESN385
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14 August 2008
Introducing 3ds MAX 2008
3ds MAX 2008
In my break between Scriptwriting and my Film tutorial
headed into town - after a steak and cheese pie and a Cookie Time,
and grabbed this 3D Studio Max book. Another look over
the shelves ended up convincing me to invest in a different book
from the one I had first had my eyes on.
Introducing 3ds MAX 2008
Darviush Derakhshani and Randi L. Munn.
Publisher: Wiley Publishing Inc. (2008)
ISBN: 978-0-470-18494-3
http://www.autodesk.com/3dsmax
This volume starts out with the very basics and
deals with the full spectrum of modeling, texturing, lighting and
rendering. The whole nine yards is covered. The other book, which
featured the development of a character model based off Hicks from
Aliens, and the building of a Pulse Rifle, was labeled
as a Intermediate to Advanced level focus, which, at this stage,
is just a bit too advanced for me. Anyhow, the one I did get is
some 600 pages, and with a student discount ended up being under
$60. For a full on text like this, not a bad price.
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11 August 2008
Text Books for 3D Projects
On the way to Uni I went into Borders to
look up their computer books pertaining to Maya and 3D
Studio Max. They had a text on Maya for $50, where most are
approaching or exceeding $100. I think because this one was done
by a publisher who does educational based text books - the same
people who did the text I got for (X)HTML and CSS for COMP 101,
it ends up being considerably cheaper. Still, flicking through the
pages is a bit daunting, but that just translates to challenge.
You just take one step at a time, working from the basics, building
confidence and not jumping the gun. Things like seeing how much
is involved in constructing a hand or a face for a character model
for example...
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10 August 2008
The Long Hard Road of 3D Modeling
19 days for the world wide release of S.T.A.L.K.E.R.
Clear Sky, the much awaited prequel to Shadow of Chernobyl.
All those things of the original vision now realised by the sound
of it. We will soon see. There is a tin box SE version being released
once more, and I'll be up for that.
The only reason I can see for owning a PC... these
fine games, and the capacity to work with Autodesk
3D Studio Max so I can learn this modding business. I'll be
picking up my first book on the subject next week, and have been
downloading plenty of tutorials. Real skill sets too, in 3D modeling,
texturing and lighting, to get involved in some serious projects.
From what I can tell so far, its going to be a long hard road, but
one well worth it. Got a prospectus from the Auckland (ick) based
Media Design School in regards some training in this area so I can
get more skills for realising my vision - taking my world into the
virtual...
http://www.mediadesign.school.nz
But that won't be for a couple of years. Have to
train up myself to have the skills to be accepted, plus working
for at least a year and saving to pay my own way through it all.
Hopefully by then I can get into a similar course here in Wellington,
rather than have to go up there... Looking into the technical nature
of this stuff, whether you play on your old original Playstation,
are a hard core PC gamer or have a PSP in your bag, it really opens
your eyes to the skills required by the artists who create these
games. As for the programmers, I can't begin to even entertain that
route! More about my thoughts on this on the S.T.A.L.K.E.R.
page.
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09 August 2008
Beginnings of the Modding
Mission...
While Kryton makes some headway
in understanding the cryptic nature of code, from the programmers
angle of the modding world, I begin my journey of the 3D artist.
This entry is simply an initial statement of intent. A motivator...
With that in mind I've looked into things enough to know that
it will be a long hard, but very rewarding, road to get to the
point of confidence. As we have begun with altering weapon names
to their real names, and modified trigger sets to their real
world options, I will begin with equally basic models, such
as the tutorial I discovered on how to make a round... rather
than the rifle :) There are about two dozen steps, and then
the texturing (which produces a object with realistic surfaces,
rather then a bland structure).
Eventually, there will be a dedicated
page for this side of things, as we intend to take this to its
fullest extent and produce a complete conversion. This is early
days, but there is enough in the detail of such a mission as
to justify a separate entry page for everything that will go
on. This will include, as a result of experiences, so basic
tutorials to help others on their way. As others help you, you
pass on the knowledge and benefit of experience.
Next week I get my first book on
the subject, with a trial version of 3D Studio Max to get started.
It features the modeling of a US Colonial Marine Corps character
(of Aliens fame), and I think the modeling of a M41A
Pulse Rifle... There will be investment of some serious text
books as time goes by. Quite involved, but a very worthy mission,
in order to gain some real, practical, tangible vocational skill
sets. The fun and games come at the end of some very hard work.
Below is an example, from Oblivion
Lost a few months back, of a rendered Faction Leader from
Clear Sky, one the model, the other completed with
textures. This gives you some idea of the process and what can
be achieved.
Faction Leader model
[without texture] [with texture]
Below is a link for the modeling
of a US MAC-10 machine pistol, often mistaken for the Israeli
Uzi. It gives some idea of the building blocks in constructing
the weapon. Then comes the texturing, to give it that metallic
look on the surface, or, for example, wooden stocks. The effects
of lighting on those surfaces comes further to that.
http://www.planetfortress.com/tf2models/tuto/tuto_MAC10.htm
Some sense of direction might be
in order, so I've come up with a list of initial projects, more
or less in order of difficulty:
crate
sandbag
barbed wire (there is a tutorial out there which I need to find
again)
round (rather than the rifle - I have the tutorial)
baseball bat
staff weapon (from Stargate SG-1)
Kabar USMC combat knife
retexture the bandit model
retexture USP Compact pistol model
retexture MP5 submachine gun model
Sterling SMG
SAS trooper in CRW kit
But before I get onto that...
Useful Links
http://www.3d-resources.com
http://www.3d-tutorials.com
http://sdk.stalker-game.com/en/
One will need the Developer's Kit [SDK] to get their works of
art into the game... It is a bit over 300Mb.
http://stalker.filefront.com/file/STALKER_Multiplayer_SDK_Beta;79029
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