I'm looking to start modelling or skinning so if anyone knows how to do either one can they put a mini tutorial for me on what I need to do it and maybe a small starter information.
Modelling or skinning help.

Gl@mRock- Posts: 84
Join date: 2010-06-14
Location: Québec, Canada
Status: Tester
- Post n°2
Re: Modelling or skinning help.
Eagle wrote:I'm looking to start modelling or skinning so if anyone knows how to do either one can they put a mini tutorial for me on what I need to do it and maybe a small starter information.
I would like to learn animation, any idea where to start?

RoniSaysWoot- Posts: 338
Join date: 2010-06-08
Location: Finland
Status: Website Manager, Developer
- Post n°3
Re: Modelling or skinning help.
Eagle wrote:I'm looking to start modelling or skinning so if anyone knows how to do either one can they put a mini tutorial for me on what I need to do it and maybe a small starter information.
Do you have any experience of Photoshop? and which kind of texturing you want to learn, like retexturing for BF2 what means modifying the textures what is already ingame or then do your own texture from scratch over a UV map?
For modelling i recomend that you learn 3D Studio Max because it is the mostly used 3D software so there is easy to find tutorials for it.
Oh and for animation i don't have that much experience of that field.
But you need to have 3D Studio Max or some other 3D software like C4D.
I recommend that both of you go check this website out. There is tutorials for Texturing, modeling and maybe for animating.
http://cg.tutsplus.com/
Some other sites:
Really good tutorials for beginners about modelling.
http://3dtotal.com/
The 10 top tips of texturing.
http://features.cgsociety.org/story_custom.php?story_id=4678

Eagle- Posts: 4
Join date: 2010-06-11
Status: Tester
- Post n°4
Re: Modelling or skinning help.
thanks
I'm completely new to it all but I am familiar with photoshop so I can handle that part gonna start checking it all out now
.

RoniSaysWoot- Posts: 338
Join date: 2010-06-08
Location: Finland
Status: Website Manager, Developer
- Post n°5
Re: Modelling or skinning help.
Ok
well for texturing its maybe kinda hard to start it if you don't have any models where your creating the texture. I think the first thing you should need to learn is what are UV maps and how to create realistic looking materials like metal or wood and then how to create additional details to the texture like screws, holes etc what the modeler has left out of the model. Later on you should learn how to create Normal maps to get more details to the texture.
For example of the different maps i will be using the MP-18.
I have resized the images from the original size.
For example of the different maps i will be using the MP-18.
I have resized the images from the original size.
UV Map & Normal map
(Originally there would only be the lines)
Normal map
(Change it to Black & White when used in a texture)
Texture

Krätzer- Posts: 6
Join date: 2010-06-12
- Post n°6
Re: Modelling or skinning help.
Normal map
(Change it to Black & White when used in a texture)
1. this is a bad rendered normal map, better make it in Photoshop
2. A good normal looks like this and isn´t Black and white:

3. you forgot the Specular, that is Black and White.

RoniSaysWoot- Posts: 338
Join date: 2010-06-08
Location: Finland
Status: Website Manager, Developer
- Post n°7
Re: Modelling or skinning help.
The normal map what i showed is one what i used on the texture to give the texture a bit of shading. I just created it from the model with zbrush and because the model is a low poly it doesnt have so much detail on it, to get a detail from a model to a map that high detailed as you have i would of first needed to create a high poly model and then bake the normals out of that and then clean the model to a low poly model. The normal map for the model im going to create that from the finished texture.

Krätzer- Posts: 6
Join date: 2010-06-12
- Post n°8
Re: Modelling or skinning help.
Its right that you need an Highpoly one to bake good normal. But then i would do the normal Map in Photoshop and use an AO for shading.
Why i should use the Nomarl for shading if i could shade it with one Texture
Why i should use the Nomarl for shading if i could shade it with one Texture

CCCode- Posts: 5
Join date: 2010-08-24
Job/hobbies: Gaming, Modding, Software, 2D and 3D art
Status: Developer
- Post n°9
Re: Modelling or skinning help.
Normal maps gives you dynamic shading and diffuse with AO does not
Edit: Without normal maps faces/polys look flat, something AO also don't fix
Edit: Without normal maps faces/polys look flat, something AO also don't fix

Krätzer- Posts: 6
Join date: 2010-06-12
- Post n°10
Re: Modelling or skinning help.
I prefer the combo, like the most EWngine do it in there shader files.

CCCode- Posts: 5
Join date: 2010-08-24
Job/hobbies: Gaming, Modding, Software, 2D and 3D art
Status: Developer
- Post n°11
Re: Modelling or skinning help.
Ofc. both Normal maps and AO is win..

CrazyIvan1745- Posts: 125
Join date: 2010-06-13
Location: Texas
Job/hobbies: Modding
Status: Developer
- Post n°12
Re: Modelling or skinning help.
normally you would want both normal maps and shading on your textures. Kratzer's normal map would be the ideal looking normal map as far as it even has the scrathes and looks overall more like metal should (aka Wood would have wood grain lines) Then when you shade the texture slightly it makes it show up a lot more. I'd have to ask Uber about how exactly he does it, but yeah. The less smooth, ultimately the better, because in reality nothing is perfectly smooth. Especially in war you have plenty of scratches hell even dirt could have a slight raise on it if it is more like mud.















