PART 1:
killz wrote: To see image in full size just open it in you browser
killz wrote: Some author text has been removed to facilitate understanding
We assume that you already have a model in 3d max. First, let's open a soldier from the example that comes with the plug-in for 3D Max - gb_com.max
Next click on the model, it is called the Skin
Delete it. As a result, we will see some kind of android
Android is certainly cool, but we need human body. Next, click on File -> Merge and select the model
I opened a ready model:
Pre-named model Skin open tab Modify, and in the list of modifiers add modifier Skin (action can be seen in the screenshot):
Add modifier Skin, click on it and see it options at the right part of the screen:
Click on the button Add, and select from the list following bones:
Foot1L
Foot2L
Foot3L
Foot1R
Foot2R
Foot3R
IK_LeftRight
IK_UpDown
Clavice_left
Hand1L
Hand2L
Hand_rot1L
Palm1L
Palm2L
Palm3L
Clavice_right
Hand1R
Hand2R
Hand_rot1R
Palm1R
Palm2R
Palm3R
Head
In the end, you will have this list here:
PART 2:
vora_bat wrote: Now comes the most difficult thing. You will need to adjust the weight for each bone so that when you play the animation all sat like a glove, and it was not stretching polygons. Recommend starting practice with slight modifications of a soldier from the example, and then move to the setting completely new model.So, where to start.
First, click the button Envelope:
Then in the bottom of the list, select the bone, which will be set up. For a more intuitive explanation, I chose the bone Head
I will tell you the quickest and easiest way to set the bone.Put a check mark next to the item Verticles. This will allow us to select a point on the model that we want to link with some bones.
Then in the edit window, select the entire head:
Next, find the option Abs. Effect, and set there the value from 0.0 to 1.0.
- 0.0 - means that the points are not attached to the bone
- 1.0 - in turn, means that the point is completely attached to the bone.
Part of the model changes it color depending on the parameter.
The head is attached to the bone. We have to check what happened. Push the start button of the animation playback at the bottom, and watch as the head will react to the movement of the bones:
vora_bat wrote: On the surface, everything looks good, the model's head is moving normally, no stretching polygons. Now we can start the rest of the bones. However, I think it is you're able to do it themselves, most importantly do not forget to check the model in motion animation, and if you tangled in the bones - you always have a ready-made variant in the example, where you can see the settings of the different bones.
In the end, you should have something like this:
After that, we have to link the Skin to Basis, this is done as follows:
Now go to Object Properties:
And there in the tab User Defined prescribe Poly
When you're finished, go to File -> Export
In the file type, select MDL Scene Export (*. Mdl), and write the name you want, it does not matter
A window appears in which you specify the path to the folder where you exported the model (it is desirable to do so as in the screenshot in terms of checkmarks and other things, the path to the resources of games in its sole discretion) Click Export
PART 3:
Most likely at first during the process of export will be a lot of mistakes, but if you've done all the steps right, the error should not be. As a result, you get a folder which contains the ready humanskin. This folder you put in the: resource/entity/humanskin, and then create the desired .set file in resource/set/breed, specify where in the {skin ...} the name of your skin. If you for example want to change the name in the configuration process with 3d Max, go to the "User Defined" of the Basis, and in the line "Model = entity/humanskin/eng-com" change "eng-com" on any other name.
awesome tutorial [kills]! a much needed one indeed!
Thank you so much for translating :D!
lol
And what if we DON'T have a model ready ?
Then make one.
Is there any tutorials anywhere on how to do that?
Well, I don't make models from scratch. I port them from other games. Look up a tutorial on how to acquire the models you are looking for. There are also sites that host 3d models of characters from games already in 3d Max format.
aayy is this is where u learned to model eeh :3
This is a tutorial how to export the models and not how to configure them.
Thanks for the tutorial. S23.postimg.org
Hi friends, I have models but when i load them the .max file does not load but the .3ds and others do however they are not colored, and i know the models already have full color etc. please pm me if anyone can help and I will explain more.
Thank you
~Obersturmführer
Hmm is that work with 3dmax 2009 ?
plug-in should work with 3ds max 2009, but can't promise anything.
oh i very tired i exporting but not show in game do you have email please give me email
Great job on this one now im getting used to exporting stuff! now im gonna use arma 1 and few half life models for my own use.
please see this video tutorial skin export for mow with this tutorial you can export enjoy
Hey, if anyone read this! One question, how can I export a model which has a body and has separate textures in it? Example as that of Vietnam and Condemned Heroes skins (1 skin.ply and 3 .mtls body, head, and ammo). Please can reply!!!
Just do the separate materials in the 3d max
Can you go into more detail please? I attached the two different body parts after I was done adding the textures, but an option came up, and I chose to condense the materials, also, which type of material should I use?
como hago para que funcionen los modelos 3d que se descargan de la pagina tf3dm???
as I do to make work the 3d models that are downloaded from the site tf3dm?
I want to edit some skin in MOW Vietnam. How can i do it? I have 3dsmax 2009.
Only rip them from game, edit and export to game.
I have understand how export models, but how did you get teh model from men of war which will give you the "android" ?
The model had been given by DMS few years ago.
you can find it here (examples 3d DMS.rar): Mediafire.com
Because of this tutorial, I have ported my first soldier into MoW! But I have one problem, and that's my model's arms, he runs around like he's imitating an airplane! My question is, my model is in a T-pose, where as in your tutorial, your model already has his arms at his side. How do I manipulate my models arms to conform to the skeleton of the engine? Please give a semi-detailed description because I am very new to modeling. Thank you!
I hope you found a solution because I have the same exact problem.
You have to rig the model to adjust his arms into position. Look up videos on how to rig a model, It will help you friend.
Thank you! Helghast Assault Trooper here I come!
Hello, I'm having one simple problem that I haven't had before, when ever I have two textures needed on a model, I end up having the single texture cover the entire model, and overlapping the other texture, I'm using 3ds Max 2014, and I haven't had this problem before. I attached two different parts of the model that coincided with the respected textures, such as the body texture, then attached the vest and head parts to add the armor texture. Then after adding the textures, I attached both parts together, I chose to condense the materials, and everything looked fine when I rendered the model, but in game only 1 texture showed. Do you know how to fix this problem?
Thank you for this tutorial, I'm wondering if you could make a tutorial on exporting equipment/weapon as well?
Does it wok for 3Ds max 2018??