3D Object Creation Tutorial Series for TGEA
by Lara Engebretson · in Torque Game Engine Advanced · 01/28/2009 (9:58 am) · 29 replies
Welcome to the first video tutorial in a new series called Object Creation! In this series I will walk you through the creation of a new 3d model. After completing this series you will be able to create a new 3d model using Milkshape3D, create and apply textures, export the model, create and assign shaders and import the object into TGEA 1.8.
In this first video we begin by creating the model. I use Milkshape3D version 1.8.4, a general knowledge of this program and/or modeling is helpful in completing this tutorial. To follow along, download this image before starting.
I'm interested in getting feedback on this video.
Thanks!
Lara Engebretson
In this first video we begin by creating the model. I use Milkshape3D version 1.8.4, a general knowledge of this program and/or modeling is helpful in completing this tutorial. To follow along, download this image before starting.
Part One: Creating an Object
I'm interested in getting feedback on this video.
Thanks!
Lara Engebretson
#22
I'm curious why you didn't use the newer 'Move to' feature of Ms3d to relocate the cylinder primitive to world X & Z '0', instead of manually moving the object? It's a more accurate way to reposition 'anything' inside the Ms3d UI.
Milkshape is 'okay' for a 'modeling' program[and I've promoted it for years]....I know of other, more 'advanced', lowCost programs that allow for much cooler 'stuf'...LOL.
The UV Texture Coordinate Editor is 'klunky' at best, with limited 'projections' to apply to surfaces; you also can't apply a separate material to a single mesh grouping.
Th rigging and animation tools are again a severe 'limitation' to the program's use beyond exporting with the plugin.
You are indeed better off starting with 'stock' primitives in Ms3d, to get some default UV projection....too bad you can't get any box,spherical, etc...once inside the TCE.
I consider myself a Milkshape3D 'consultant'....and can be contracted to provide advice and workflow information on a per seat/hourly basis.
Cheers!
PS: I use a nice 'checker' pattern as well to get proper face/UV proportion.
02/12/2009 (5:29 am)
Are you using a 'Mac' version of Ms3d?I'm curious why you didn't use the newer 'Move to' feature of Ms3d to relocate the cylinder primitive to world X & Z '0', instead of manually moving the object? It's a more accurate way to reposition 'anything' inside the Ms3d UI.
Milkshape is 'okay' for a 'modeling' program[and I've promoted it for years]....I know of other, more 'advanced', lowCost programs that allow for much cooler 'stuf'...LOL.
The UV Texture Coordinate Editor is 'klunky' at best, with limited 'projections' to apply to surfaces; you also can't apply a separate material to a single mesh grouping.
Th rigging and animation tools are again a severe 'limitation' to the program's use beyond exporting with the plugin.
You are indeed better off starting with 'stock' primitives in Ms3d, to get some default UV projection....too bad you can't get any box,spherical, etc...once inside the TCE.
I consider myself a Milkshape3D 'consultant'....and can be contracted to provide advice and workflow information on a per seat/hourly basis.
Cheers!
PS: I use a nice 'checker' pattern as well to get proper face/UV proportion.
#23
02/19/2009 (7:57 am)
@Rex Using the 'move' tool would be a better way to line up the front/back and left/right faces of the lantern since I want them to overlap...and I will probably change that section when I update these for T3D.
#24
I'm interested in your feedback.
:Lara
02/19/2009 (7:57 am)
In the fourth video I walk you through creating the normal map texture and applying it to a shader. A general knowledge of GIMP and/or image editing software is helpful in completing this tutorial.Part Four: Shader Creation
I'm interested in your feedback.
:Lara
#25
02/19/2009 (8:22 am)
Wow, this tutorial series is going good! Awesome work methodology. The only suggestion I could offer would be to explain the reasoning behind some of the "settings" that you detailed (Colors - Brightness/Contrast), but perhaps that would be more of a trial-by-error/personal judgement kind of thing for each texture and/or normal.
#26
02/23/2009 (11:51 am)
hmm did not know gimp could make normal maps. you have to download that one ad on though as i don't see it in the regular install. i found a program to do it automatically though but i still might want to make my own as well if the program don't do it real good. i already tested the program and its like real good anyway saves hours and hours of work.
#27
The last 2 tutorials are awesome. I've never uv'd anything becouse I never knew how. Thankyou. :-)
02/23/2009 (2:25 pm)
I may have to take a second look at gimp. I've tried it before, but prefered Paint Shop Pro. The last 2 tutorials are awesome. I've never uv'd anything becouse I never knew how. Thankyou. :-)
#28
@Brandon I would recommend using that normal map plugin...it makes creating a normal map super easy!
02/24/2009 (7:27 am)
@Michael Many of my settings are just a matter of taste.@Brandon I would recommend using that normal map plugin...it makes creating a normal map super easy!
#29
I look forward to feedback.
Thanks,
Lara
02/24/2009 (7:29 am)
In the final video I walk you through exporting the model from Milkshape3D and importing it into TGEA 1.8. A general knowledge of Milkshape3D and/or modeling is helpful in completing this tutorial.Part Five: Importing a Model
I look forward to feedback.
Thanks,
Lara
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