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Modeling Tutorials


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Hi,

 

Modeling is often both software-specific and incredibly generic. There are hundreds of tutorials out there, so how do you know which ones to use?

I'm calling upon our veterans here to find the best tutorials for modeling. These could be the most obvious, basic tutorials out there, or they could be rare gems on YouTube. Please mention if it's software specific.

 

This should solve us the issue of telling people to "Google it" which may be perceived by some as being rude.

Cerez, Omicron, Smoo and 3 others like this
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First and foremost-- anyone desiring to learn to create 3D models/animations should look to, and complete, all the respective tutorials that ship with their specific modeling software. Once they accomplish that... they will be smart enough to Google for really advanced tutorials. :winkthumb:

 

When someone asks for a general modeling tutorial... the response should be, "Have you completed all the related tutorials that came with your software?"

 

If they ask what are the specific modeling requirements to make a model (map object, vehicle, character, creature, etc.) for Jedi Knight (Outcast or Academy) then those specific requirements should be in tutorials available on this site (or links to them if they are on a member's own webpage-- i.e., @@Psyk0Sith 's website).

Tempust85, eezstreet, Cerez and 1 other like this
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Learn the software first, if you're good enough with the software of your choice you can follow any tutorial.

 

I use Softimage and I've learned things from Maya, Max and even Blender tutorials, key mapping and UI may be different but a polygon is still a polygon.

 

There may be some things that aren't possible to translate between programs just because some have tools that are unique for them but for basic low poly modeling you can use any tutorial once you learn the basic terminology of what people are saying.

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^This is another thing I tell people, get to know your software, make a few models THEN worry about getting it in game because there IS NO SUCH THING AS MODELING FOR JA or any game for that matter. Modeling is modeling, I showed this in the tutorial videos I made, I took a model that Corto made for CSS and made it work in JA.

 

I always see people say "how do you model for JA?" when there is no way to model for JA, you learn to model from the billions of tutorials out there then you learn how to put it in the game.

Asgarath83 likes this
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I agree with @@DT85 & @@minilogoguy18-- but there are specific unique requirements for modeling something for JK2/JK3... for example-- only 4 bones can influence a vertex, vertex limits per object, etc. These type of requirements should be found on jkhub tutorial site.

 

The Raven SoF2 manuals include a lot of tutorials for making game assets that are applicable to the JK2/JK3 engine. For example: first person weapon view models, map objects, etc.

Cerez likes this
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But @@Archangel35757 the weighing part has nothing to do with modeling itself, that's the part that comes later when it's time to take that model and get it in game.

 

Any software can enforce a limit, in Softimage if you enforce a limit after the enveloping has been done it just takes the bone(s) with the least influence and divides it up evenly among the 4 with the greatest influence.

 

https://www.youtube.com/playlist?list=PLDBC873942D2C6132

 

https://www.youtube.com/playlist?list=PL5F9205A527C17A9A

 

@@eezstreet those 2 channels were in my tutorial thread, not those links directly but those are 2 playlists from the 2 channels that have pretty much the basic training, stuff like this can be found on youtube for all Autodesk products as well as other softwares.

 

I honestly never used that basic of tutorials, you can really learn a lot just from playing around with the software.

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The point is, most of you modelers get annoyed at n00bs that come and ask for help when they haven't learned the software. This thread could help point them in the right directions with some tutorials that you guys deem worthy.

 

Because let's face it, there are a lot of bad tutorials out there. e.g. "Today I'm going to show you how to do this." *Talks the whole time and doesn't really show anything*

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I've used some tutorials by a guy called Lee Jackson. It's quite beginner friendly, and he's comfortable listening to!

 

Character box modeling: https://www.youtube.com/playlist?list=PLE62BED1FBBB38395

Character edge loop modeling: https://www.youtube.com/playlist?list=PL6E939B22849DFAAD

Full (well, not quite) character tut: https://www.youtube.com/playlist?list=PLE4693155A242C51F (video #9 exists, just not in the playlist)

 

Different guy, head modeling tutorial which I like, but requires a bit more effort and experience to follow: Modeling the human head made easy.

 

Link found on @@Psyk0Sith's website - full character and rig: http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp

eezstreet, Cerez and Tempust85 like this
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We should definitely create a collective resource of tutorials from our skilled JKA veterans for future generations, and to make it easier for newcomers to seek answers themselves. I know @@Inyri has written a couple of excellent tutorials on weapons modelling in the past as well and these things just disappear out of sight if they are not saved/maintained as a collective resource.

 

It really is a waste when that happens, especially since the authors spent a lot of time and patience writing/filming them to share their knowledge and tips. With a decline in our numbers we really need all these tutorials somehow collected and consolidated (hosted) to welcome new talent and engagement in the JK modding community.

Mandalorian and Asgarath83 like this
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  • 2 weeks later...
  • 7 months later...

I just started tooling around with Blender and I'm really finding this super helpful so far.

 

http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro

 

Scroll down and it'll say "start here". This is really helpful especially for those that can't understand the mushmouth-ed Youtube videos made by people who do things to fast for a tutorial. Its really basic but that's the point.

Cerez and Boothand like this
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Good tutorials that I've discovered lately:

Game Character Creation Series - Kila http://cgi.tutsplus.com/series/game-character-creation-series-kila--cg-31010

Create A Game Ready Fire Extinguisher http://cgi.tutsplus.com/series/create-a-game-ready-fire-extinguisher--cms-596

 

Figured I'd also share some JA specific things which, in the end, were the ones that got me into 3D modelling. I'm not quite familiar with the more up-to-date workflows of modding JA, I hear Blender has some better plugins than the old ones for Max, so the stuff I'm linking might be a bit oldskool.

 

While I agree with others that first learning how to do 3D models and UVs and textures in general is important, paradoxically for myself it was pretty much instantly about getting my models ingame. Interactive graphics have always inspired me way more than just fancy renders. Although I first learned 3ds max through some tutorials aiming for photorealistic renders, I quickly learned how to adapt those modelling skills I had learned previously for games (read: Jedi Academy) through the following tutorials:

 

http://jkhub.org/tutorials/article/189-duncans-vehicle-tutorial/ Personally I started with modelling vehicles and bringing them to JA. Thankfully the original tutorial by Duncan_10158 was preserved here on JKHub by AshuraDX.

 

http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp Then I got curious about character modelling. This tutorial shows a basic character modelling workflow which is still quite important (and which I still prefer lol) despite all the modern sh*t like sculpting. Should know the ways of good topology and edge flow before trying anything too fancy.

 

http://psyko3d.50webs.com/tutorials/spacemonkey/jk2.htm and http://psyko3d.50webs.com/tutorials/jk2_guide.htm from our very own Psyk0's website - these tutorials taught me how to actually get the characters ingame, which is what REALLY got me into modding JA in the end. Also learned a lot about 3ds max.

 

Basically I learned most of my initial 3ds max knowledge from these tutorials (and via trial and error). Nevertheless the whole satisfaction of doing 3D art for me came from getting my stuff ingame and actually seeing it in action, not just as a render.

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  • 1 year later...

On a side note, I noticed some of the parts of Inyri's old weapon modeling tutorials are missing. Like screenshots and links to videos. Could that possibly be addressed? I was looking in there for some information on modeling but it made it difficult.

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  • 2 weeks later...

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