You may only need to make more than one material if different parts of the mesh will have different material parameters.If your model will have more than one skin the name of the material must be the default skin in the model.Those will be the names of the materials in SFM Normal maps don't need separated materials.Create the materials of the mesh and associate them with the face groups you want.You can choose to do the steps 4, 5, 6, and 7 later, but it is much less work to do it in a simple mesh.Any imported mesh will have the default values, so you must always edit your meshes and skeletons in edit mode. To reset those values select an object and press alt+g, alt+r and alt+s. To set the model correctly every mesh and skeleton must have the default location, rotation and scale already in Blender. In SFM the objects are put in their default location, rotation and scale, whether you reset them before compiling or not.The steps to make body groups are the same as to make the main model. If your model has body groups build them as separate meshes.Build the base geometry of the mesh that you will subdivide to add details.Unless specified here the files you'll make can be saved anywhere you want.Select the import option in Blender and then "Append to Target". If you are modifying a model with flexes import the vta file onto the respective mesh before making any modification.If your model will be an attachment to another, like a hat or misc, import the model you want to attach it to into Blender, set the origin position of your mesh the same as the parent model then use edit mode to build your model in the place you want it to be.While importing a model into Blender select the up axis as y, to set it already standing up.If a model gives you the error "ERROR: Model version # not currently supported." open the mdl file of the model in notepad then replace the fist five letters for IDST0.Use the GCFScape to extract models from vpk files in the TF2 folders.If you want to modify an existing model or use it as your base find the model in SFM or TF2 folders, decompile it with Crowbar then import it into Blender using the Blender Source Tools.In Blender create a mesh to start working on and name it as your model's name.In GCFScape and VTFEdit check all the file extensions to be associated with the programs.Download and install all the programs listed.
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