gemini09 Posted July 6, 2012 Hey Has anyone done any modeling for GZDoom? if so, I'd appreciate getting software recommendation, and some basic tutorials to check out. I have Blender and I've looked at some of the tutorials, but I was wondering if there might be something simpler, for somebody who just wants to make some simple "static meshes" as map objects If anyone's worked with models in Doom, I would greatly appreciate your inputs 0 Share this post Link to post
Pottus Posted July 6, 2012 Honestly, I'd go with 3DSMax Gem, it's complicated but the software of choice in the gaming industry. From my experience with MAX it was actually really easy to learn but what takes the longest to learn is all the techniques involved in modelling once you got your techniques under your belt and get your first model in the rest will will be easy. 0 Share this post Link to post
NiuHaka Posted July 6, 2012 Actually, maya and 3dsmax are both the software choices in the gaming industry. A smart studio goes with the one that the nearby colleges teach. Where I am it is Maya and I find it to be a good thing because of Mayas superior animation setup. For rendering images 3dsmax has the upper hand. But when you are doing low-poly models for something like this either will work just fine and both have everything you need. Both software packages are sold to businesses and are priced accordingly. I'm not going to suggest pirating but there is no reason you should purchase those for a project like this. Blender is free but I find it to be way too bloody cumbersome. After that there isn't really a viable option. 0 Share this post Link to post
Kappes Buur Posted July 6, 2012 something to ponder Milkshape http://chumbalum.swissquake.ch/ Sculptris http://www.pixologic.com/sculptris/ gmax 1.2 http://www.turbosquid.com/gmax trueSpace http://www.united3dartists.com/forum/ of course I don't know which Blender tutorials you looked at, this is the best I've seen: http://www.3dbuzz.com/vbforum/content.php?223 0 Share this post Link to post
schwerpunk Posted July 6, 2012 I'm not sure how good Sculptris is for low-poly, or 'straighter' work (the last version I played with was before he went to Pixelogic), but its dynamic tessellation is definitely something to behold! It's a real joy to work with, and probably the closest you can come to physically sculpting a block of clay through your PC monitor. If nothing else, it's great for concept or rough work. Though you can limit its polygon budget, so I'm sure some more skilled than I could make workable models in it. 0 Share this post Link to post
gemini09 Posted July 6, 2012 http://cgcookie.com/blender/2010/12/22/modeling-a-building/ this is the tutorial I found, which I think might be helpful. It walks you through making a model, from what I can tell. That's all I need, as I just want to make simple map-objects I would otherwise make with sectors, but it's just that I need them as models to use them alongside sloped ceilings or 3D floors, etc. How are the measurements in model programs in relation to Doom? Is 1 unit the same in both softwares? And I suppose nobody has come along yet, that has modeled for Doom, and could offer some insight into how it works and how to go about it? =) 0 Share this post Link to post
Agentbromsnor Posted July 8, 2012 I'm not a good modeler at all, in fact I think I'm quite shitty at it. But this is what I would advice based on what I've heard from people who DO know what they're doing. :) Milkshape is probably the best way to go for low-poly models. Most mods I've seen for 'true' 3D games and engines like Half-Life and all its mods have used Milkshape at some point, and the program also supports Quake 1, 2 and 3, the early Unreal engines and its games, and much much more. Because Milkshape nativaly supports MD2 and MD3 format (which is the format used by GZDoom) it might be the best argument for getting Milkshape, because most other popular modeling programs don't and you'd have to use some kind of script, or other program to convert it. You do have to pay a small price for Milkshape, but there are other ways around that. Another program that works pretty well is Wings 3D. Although it has a different workflow then most popular modeling programs, he absolutely loves it so it might be worth checking out. The positive thing about it is that Wings 3D is completely free. The downsides are that it doesn't support animation, and no MD2 or MD3 export format. Hope this helped you out a bit. :) gemini09 said:http://cgcookie.com/blender/2010/12/22/modeling-a-building/ this is the tutorial I found, which I think might be helpful. It walks you through making a model, from what I can tell. That's all I need, as I just want to make simple map-objects I would otherwise make with sectors, but it's just that I need them as models to use them alongside sloped ceilings or 3D floors, etc. How are the measurements in model programs in relation to Doom? Is 1 unit the same in both softwares? And I suppose nobody has come along yet, that has modeled for Doom, and could offer some insight into how it works and how to go about it? =) I know there are a few people on the ZDoom forum that have experience with models in Doom. But keep in mind that using models takes alot of getting used to (because Doom's engine is not a native 3D engine), and its very different from designing a simple level. 0 Share this post Link to post
gemini09 Posted July 8, 2012 That helps quite a ton, so thanks! :) I am instantly drawn to Milkshape. I think that's precisely the type of program that I need - no more and no less. I've never had any interest in the ZDoom forums, but I suppose it's the more appropriate place for ZDoom specific technical questions, so I may stick my head in at a later time. thanks for the inputs, everyone :) 0 Share this post Link to post
Agentbromsnor Posted July 8, 2012 gemini09 said:That helps quite a ton, so thanks! :) I am instantly drawn to Milkshape. I think that's precisely the type of program that I need - no more and no less. I've never had any interest in the ZDoom forums, but I suppose it's the more appropriate place for ZDoom specific technical questions, so I may stick my head in at a later time. thanks for the inputs, everyone :) Your welcome. Just ignore that mod edit because of 'piracy suggestion', you know what I meant. :) 0 Share this post Link to post
gemini09 Posted July 8, 2012 I should be able to afford it :) Thanks again 0 Share this post Link to post
Agentbromsnor Posted July 8, 2012 There should be a trial-version too, that you can try. 0 Share this post Link to post
bcwood16 Posted July 9, 2012 Yup, I think MilkShape is the best option for you. 3D Studio Max and Maya are fantastic programs, but way overkill for what you are doing, not to mention the large learning curve. Understanding how 3D models work and the various terminology is one thing, but also you need to look at what you are going to do with the 3D model. As you just said it is for Doom, then its very likely you will need to export the model to Md2 format. The problem is Md2 is old and not very many modern programs support exporting to that format (yes there is always a way, but sometimes its very difficult). However, as far as I know MilkShape supports inport and export of Md2 models and hence you will be able to put the models into Doom. Keep in mind you have to stick to limitations of the game engine/model format and so is worth researching Md2 format before you commit to a model. Just practice and and set your self realistic goals. GOOD LUCK :) 0 Share this post Link to post
CPlusPlusOpenGLCg Posted July 27, 2012 *** Misfit Cubed *** is definitely the solution! -------------------- It's easy to use and it's FREE!!! You can edit with it .Md2 and .Md3 models, and export .Md5 models. It's the BEST! :) http://sourceforge.net/projects/misfitcubed/ In the case of .Md5 models, you can use this model viewer: http://home.mnet-online.de/der/modelviewer.rar 0 Share this post Link to post