First Release
by Robert Fritzen · 02/04/2014 (8:47 am) · 16 comments
So, over the past few weeks, I have been working on my latest addition to the Torque 3D pack collection, the Advanced FPS Kit. The majority of my work over the past week has been focused on an individual element of the pack, the modelling and weapon design series, which to my proud announcement, has been officially launched.
And because my I've learned from last time that pictures tell many many words, I've got loads of them to share today. :)
So, last summer, I embarked on the hefty journey of picking up Blender for the very first time, and like pretty much everyone else, I understood pretty much nothing about it for the longest time. Many many horribly shown tutorials later I came about the idea of introducing my own tutorial series for modelling guns for Torque 3D, including the whole process of setting up the nodes and doing the UV unwrapping. That has finally come to pass in my eyes with this pack release, so what's all in it?

We'll, I'm giving you a four part tutorial series that walks you through Blender the way I learned it, with practice, and by understanding the individual elements. Not to mention I broke the tutorial down into steps that would help a new Blender user quickly pick up Blender and tell themselves: "Hey, I can actually do this".

I also took to the importance of the fact that Blender was extremely hotkey oriented, so while the tutorials started out by pretty much handing you the hotkey, I slowly but surely took that away in favor of simply using terms that new users can quickly associate with the hotkey.

The reason I decided to go for the four part tutorial is that I figured that it would do well to start out small and slowly build on what was learned, so while I know someone might blaze through all four parts just to learn and get done their first gun, there could be someone else who takes what I have taught and maybe off on the side does part 1, makes something else, then picks it up in part 2 to learn new things. The way I wrote this makes it very feasible for the tutorials to follow "knowledge" levels, from beginning techniques, to intermediate, and even a few little Blender Ninja Techniques that even have some of my much more blender oriented friends saying "how did you???".

The thing I found most enjoyable about this however, is that I was actually completing work for a game of mine while I was working on the model (since as I wrote in the tutorial, my game called for an RPK, and so it's time to model one). This gun was the perfect choice for the tutorial, as some of the elements were very easy to model, and then it ramped up in complexity as you moved along.

And of course, when teaching someone how to model, it sometimes helps to interfere with a good picture by drawing all over it, or simply going into a ton of detail, I actually did that quite a bit as I moved through the tutorial files. I even did a diagram at some point just to get the point across (as my semi-horrible photoshop skills will show ;) ).

What I honestly loved the most about doing this however was watching the pictures I took of the model slowly growing into what I honestly think was one of my most coolest third person weapon models to date, and the fact that the step by step process to make a similar model was being recorded by me as I was doing it. It's things like that, which honestly make me feel that someone will be able to pull a great deal of knowledge from these pieces.

And of course, when you write something that takes a lot of time to actually do, you have to incorporate some humor in there, as my comment about how much I hate spheres really showed. I'm sure some people will get some laughs from it from time to time. :)

I even went to the lengths to ensure one of my old jokes from when I was asking questions came back up.

All in all though, I really loved to do this, and I would do it all over again for another weapon if I had the chance, maybe I just might. :)
This was honestly the most fun I've had working on a pack related tutorial series to data, and I would honestly be all but thrilled if you guys took away from this as much and even more than what I put into it. I'm sure that this series will be extremely rewarding to those who need to sit down and give modelling a try to accomplish creating something that they always wanted to have in their game, and I even sit down with you and tell you what to do and what not to do when you make the scripts for your gun, then I show off a few of my old weapon gems to do some "interesting" things. You also get ahold of that Model 1887 shotgun I've been showing off excessively over the past few weeks to play around with, all of this for only Ten bucks ($10).
And for those of you looking to get the modelling series or any single parts of the pack as they launch, you can do so here. I'd love feedback regarding this and the design concept of my next pack, so fire away and if you've got more ideas you'd like to see prior to launch, now is the time for that! This is probably going to be my last pack for T3D (unless the community grows alot), so lets send it out with a bang.
And because my I've learned from last time that pictures tell many many words, I've got loads of them to share today. :)
So, last summer, I embarked on the hefty journey of picking up Blender for the very first time, and like pretty much everyone else, I understood pretty much nothing about it for the longest time. Many many horribly shown tutorials later I came about the idea of introducing my own tutorial series for modelling guns for Torque 3D, including the whole process of setting up the nodes and doing the UV unwrapping. That has finally come to pass in my eyes with this pack release, so what's all in it?

We'll, I'm giving you a four part tutorial series that walks you through Blender the way I learned it, with practice, and by understanding the individual elements. Not to mention I broke the tutorial down into steps that would help a new Blender user quickly pick up Blender and tell themselves: "Hey, I can actually do this".

I also took to the importance of the fact that Blender was extremely hotkey oriented, so while the tutorials started out by pretty much handing you the hotkey, I slowly but surely took that away in favor of simply using terms that new users can quickly associate with the hotkey.

The reason I decided to go for the four part tutorial is that I figured that it would do well to start out small and slowly build on what was learned, so while I know someone might blaze through all four parts just to learn and get done their first gun, there could be someone else who takes what I have taught and maybe off on the side does part 1, makes something else, then picks it up in part 2 to learn new things. The way I wrote this makes it very feasible for the tutorials to follow "knowledge" levels, from beginning techniques, to intermediate, and even a few little Blender Ninja Techniques that even have some of my much more blender oriented friends saying "how did you???".

The thing I found most enjoyable about this however, is that I was actually completing work for a game of mine while I was working on the model (since as I wrote in the tutorial, my game called for an RPK, and so it's time to model one). This gun was the perfect choice for the tutorial, as some of the elements were very easy to model, and then it ramped up in complexity as you moved along.

And of course, when teaching someone how to model, it sometimes helps to interfere with a good picture by drawing all over it, or simply going into a ton of detail, I actually did that quite a bit as I moved through the tutorial files. I even did a diagram at some point just to get the point across (as my semi-horrible photoshop skills will show ;) ).

What I honestly loved the most about doing this however was watching the pictures I took of the model slowly growing into what I honestly think was one of my most coolest third person weapon models to date, and the fact that the step by step process to make a similar model was being recorded by me as I was doing it. It's things like that, which honestly make me feel that someone will be able to pull a great deal of knowledge from these pieces.

And of course, when you write something that takes a lot of time to actually do, you have to incorporate some humor in there, as my comment about how much I hate spheres really showed. I'm sure some people will get some laughs from it from time to time. :)

I even went to the lengths to ensure one of my old jokes from when I was asking questions came back up.

All in all though, I really loved to do this, and I would do it all over again for another weapon if I had the chance, maybe I just might. :)
This was honestly the most fun I've had working on a pack related tutorial series to data, and I would honestly be all but thrilled if you guys took away from this as much and even more than what I put into it. I'm sure that this series will be extremely rewarding to those who need to sit down and give modelling a try to accomplish creating something that they always wanted to have in their game, and I even sit down with you and tell you what to do and what not to do when you make the scripts for your gun, then I show off a few of my old weapon gems to do some "interesting" things. You also get ahold of that Model 1887 shotgun I've been showing off excessively over the past few weeks to play around with, all of this for only Ten bucks ($10).
And for those of you looking to get the modelling series or any single parts of the pack as they launch, you can do so here. I'd love feedback regarding this and the design concept of my next pack, so fire away and if you've got more ideas you'd like to see prior to launch, now is the time for that! This is probably going to be my last pack for T3D (unless the community grows alot), so lets send it out with a bang.
About the author
Illinois Grad. Retired T3D Developer / Pack Dev.
#2
FYI You really shouldn't be requiring paid customers to go jumping through hoops of registering on your forums then going back to the Pack Registration page in order to then send the registration info to finally get a download link to the very thing the customer was after.
Either on the return page the user gets after paying should provide a download the product immediately or in the confirmation email you sent off that provided the registration code would be far more acceptable.
02/04/2014 (11:55 am)
Bought the pack to check it out since it's in my price range.FYI You really shouldn't be requiring paid customers to go jumping through hoops of registering on your forums then going back to the Pack Registration page in order to then send the registration info to finally get a download link to the very thing the customer was after.
Either on the return page the user gets after paying should provide a download the product immediately or in the confirmation email you sent off that provided the registration code would be far more acceptable.
#3
02/04/2014 (1:07 pm)
You can select the faces that should be round in blender and press "shade smooth" this will make it look better.
#4
EDIT: Axed out the forums required part for the AFPSK registration (The only reason I had it before was because MAP had it's own support board on my forums that eventually I just opened to the public, that code was never removed)
@Duion: Thanks for the tip on that, it was just one of those things I'm still unaware of myself. Blender has quite a few "hidden" tools that unless you know about them and how they work, you can't properly take advantage of them, and that's something new I didn't know. One of the nice things about sending a pack out like this is that the community gets to put a lot of input on my work and help me to fix the problems or even provide their own solutions that are sometimes extremely effective compared to how I did it, and that's the reason I really love to do these.
02/04/2014 (1:10 pm)
@Nathan: I was honestly thinking of removing that this morning before I sent it out. I'll see to it that the forums portion is removed.EDIT: Axed out the forums required part for the AFPSK registration (The only reason I had it before was because MAP had it's own support board on my forums that eventually I just opened to the public, that code was never removed)
@Duion: Thanks for the tip on that, it was just one of those things I'm still unaware of myself. Blender has quite a few "hidden" tools that unless you know about them and how they work, you can't properly take advantage of them, and that's something new I didn't know. One of the nice things about sending a pack out like this is that the community gets to put a lot of input on my work and help me to fix the problems or even provide their own solutions that are sometimes extremely effective compared to how I did it, and that's the reason I really love to do these.
#5
In your place I would not try to become a good artist, I would stick to programming or whatever you are already good at, otherwise you have to consider that it can take you years to become a real professional artist also.
02/04/2014 (7:50 pm)
Actually it is not a "hidden" tool, it is a very basic and often used thing, but it took me very long to find out, too. This is a disadvantage of teaching yourself complex software. If you get someone professional teach you, this thing will be one of the first things you learn.In your place I would not try to become a good artist, I would stick to programming or whatever you are already good at, otherwise you have to consider that it can take you years to become a real professional artist also.
#6
02/04/2014 (8:22 pm)
Picked it up this morning! Very cool stuff! I use 3dsMax and can model most of this stuff already but the scripts and getting the guns into the game step by step was very cool and I thought one of the most useful things in the pack. Thanks!
#7
@Krystian: Glad to hear that! And yeah, while making a weapon model can be an interesting process, getting it in the game and having it perform what the gun needs to perform is something quite different.
02/04/2014 (8:47 pm)
@Duion: I never intended to go into professional modelling :P, I just needed the basic skill set to be able to at least get some content into my game, and yes, I'm much more suited to the complex problem solving behind programming (My works with Crypto++/Torque 3D clearly...), but nonetheless, some bits and pieces can be extremely valuable to know how to do, especially as an indie developer. My obvious missing of something that should be known clearly shows that, but like I said earlier, I'm still only learning, and even then, only to the point that I need, alas, this is the only non-coding part of the pack, and even then, there's still some code stuff in there. All the remaining elements have to do with design principles, game systems, and brand new classes/objects.@Krystian: Glad to hear that! And yeah, while making a weapon model can be an interesting process, getting it in the game and having it perform what the gun needs to perform is something quite different.
#8
This looks like some great stuff! Good job!
02/04/2014 (9:16 pm)
I'm considering picking this up as a programmer lol..This looks like some great stuff! Good job!
#9
I know there are some good script out there but it some else you could maybe consider..
02/05/2014 (8:42 am)
Robert, just wondering if you are or would consider a good flashlight and code with the pack..I know there are some good script out there but it some else you could maybe consider..
#10
@Kory: That's actually a pretty good idea, I might have to see if I can slip something like that in. Although my day is pretty much completely occupied at the moment with what's coming next week (hint, it involves something with the word loadout). :)
02/05/2014 (8:54 am)
@Lukas: Thanks! I hope you find it interesting and useful for your needs!@Kory: That's actually a pretty good idea, I might have to see if I can slip something like that in. Although my day is pretty much completely occupied at the moment with what's coming next week (hint, it involves something with the word loadout). :)
#11
02/09/2014 (3:27 am)
@Robert - do you cover 1st person armatures?
#12
This pretty much covers the third-person model process, but if you know how to do the animations and FP stuff already, then you could easily bridge out from there.
02/09/2014 (10:23 am)
@Jules: Unfortunately, I don't do so in this tutorial, seeing as I have little to no experience working with the first person models (I've back-traced the T3D soldier model), the soldier for T3D doesn't import the animations correctly into Blender which kind of prevents me from having any really good references in terms of learning from.This pretty much covers the third-person model process, but if you know how to do the animations and FP stuff already, then you could easily bridge out from there.
#13
Can I get a new link in some way in case I lose the zip and want to download it again?
02/09/2014 (12:26 pm)
Why is the link only active untill 11:59PM Central US Time ?Can I get a new link in some way in case I lose the zip and want to download it again?
#14
02/09/2014 (12:47 pm)
@Lukas: You have unlimited downloads once you have the key, The link is protected via a hash that is salted using the date, and thus if you try to activate the link on your current page after the current day (aka: 11:59 PM) the hash will not match and you will simply need to refresh the page. (It's similar to how GG's Torque Download links were protected using hashes that changed every 15 minutes, mine change every 24 hours). Sorry, I should have made that clear in the download page that you're not limited to 'x' downloads total, it's just a little security measure.
#15
I've never really been very good at creating 3D Models so this looks like the perfect thing to get started with making some basic programmer art for me!
Btw did you notice that at the end of Part 2 you have a pretty cool Sci-Fi weapon lol?
Anw great job! I'm very pleased with my purchase!
02/09/2014 (1:17 pm)
Ah okay fair enough thats great then!I've never really been very good at creating 3D Models so this looks like the perfect thing to get started with making some basic programmer art for me!
Btw did you notice that at the end of Part 2 you have a pretty cool Sci-Fi weapon lol?
Anw great job! I'm very pleased with my purchase!
#16
And I think I wrote in the weapon design tutorial that sometimes your best looking guns actually come from combining different guns into new and unique combinations.
And thanks, I'm glad you find the pack useful and I hope to see some cool stuff you make.
02/09/2014 (5:26 pm)
@Lukas: Ha! I just saw that. :DAnd I think I wrote in the weapon design tutorial that sometimes your best looking guns actually come from combining different guns into new and unique combinations.
And thanks, I'm glad you find the pack useful and I hope to see some cool stuff you make.

Torque Owner Kory Imaginism
innovative imaginations