Free Web Hosting by Netfirms
Web Hosting by Netfirms | Free Domain Names by Netfirms

Radec's Guide to Modeling/Texturing for SAVAGE

Before you start, you need Texporter, read my guide here on how to install it.

First, you're going to have to decide what you want to model, for the purpose of this tutorial I'm going to model a simple wall.

Now, start with a simple box and appropriate size and height in the top view port.

right click the wall and select "Convert to Editable Mesh", then can do minor changes to it, like if you wanted one side higher than the other for some reason.

Another thing you might find useful is the un-uniform scale and the uniform scale which will allow some simple changes if your object is too big or too little once exported into the game.

Once you are done playing around with the various scaling and manipulation of vertices create one more box to the side of the original one as shown here. This box will be one of two wood supports for our wall (don't add two, we're going to clone this one once we assign texture mapping)

Now, move the first wall piece away from the second one and select "Convert to editable mesh," then select Polygon under selection.

Select One polygon then under Edit Geometry select detach

When the menu comes up select "Detach To Element" then ok

Now Drag that Polygon away from the rest and you'll see that it's no longer attached at all.

Now detach, move and rotate the remaining sides until you get something that looks like this, it doesn't have to be exact, just so you have a strait on view of every polygon from one side.

    Now, make sure you have all the vertices selected, then select UVW Map from the drop down list under modify.

Now, planar should be selected by default, then you want to change the alignment's axis so that it looks like this (you may have to select fit)

From the Utilities Panel select Texporter then select a Width and a height you want to work with, then click on the wall.

A screen like this should show up, this is what you're going to have to texture to have the texture applied to the model.

Click save

Then select an appropriate name for it and select save.

From here you might want to go to my Photoshop tutorial segment for a quick way to texture your object, if so click here

Now, press "M" to bring up the material editor, and press the button to the right of diffuse.

Select "Bitmap" then

the texture map you made

 

Now, you want to hit "Show Map in ViewPort" and "Apply Material to Selection"

your wall should now look something like this.

Now, convert it to an editable mesh again and move everything back to how it originally looked as a box.

Now, make sure you have vertex selected then select "Target Weld" out of the right click menu.

Move one vertex directly over the other one until the curser changes, then let go and the vertexes will be welded together.

Now....do this to every set of separated vertexes.

Once you are done with this your part of the wall is now complete...but, remember we were going to have wooden supports, so you're going to have to repeat the steps for the side support.

Now that you're done texturing the support your wall should look something like this.

Now, select Edit then clone, now move the clone of the main support over to the other side of the main wall part.

Now that the model is done why don't we take a screen shot to use as the icon.

Now, you should have a complete wall ready to export....alright not quite yet... you still need some _surf objects if you don't want guys to just run through your walls..

Now you have to create a simple box around the wall, and name this object _surf

Now, on to the animation and final exporting