acoustic 82 Posted January 24, 2011 This mainly pertains to modeling of the Unreal Engine 3, but the basics still apply. I want to model an M4 rifle with an Acog sight. Plain and simple. I am completely new, I don't know which program is the best to use (must be free), and don't know how to even start something like this other than using a reference. So, Arma modeling community, can I have some assistance? Share this post Link to post Share on other sites
suhsjake 1 Posted January 24, 2011 Blender is free, but the UI takes some getting used to. http://www.blender.org/ Share this post Link to post Share on other sites
soul_assassin 1750 Posted January 24, 2011 Here you go: http://armastack.info/index.php/110/what-software-can-i-use-to-model-for-arma-2 Share this post Link to post Share on other sites
acoustic 82 Posted January 24, 2011 Programs are nice. Now I would like some tutorials if you may. I would really appreciate some in depth routines from the community though, as you guys probably make some of the best models around. Share this post Link to post Share on other sites
suhsjake 1 Posted January 24, 2011 Start with something small, say like a box. Figure out how to manipulate it, UV map it, texture it, and import it into game. Try something with a more organic shape, like a hand grenade, repeat as above. Then try a pistol or rifle. See the pattern. The more you work with it, the better you will become. Share this post Link to post Share on other sites
max power 21 Posted January 24, 2011 Start with something small, say like a box. Figure out how to manipulate it, UV map it, texture it, and import it into game. Try something with a more organic shape, like a hand grenade, repeat as above. Then try a pistol or rifle. See the pattern. The more you work with it, the better you will become. This is good advice. I think, for most people, the temptation is to go for something that's too complex because of the attractiveness of the project in the short term. Who wouldn't want to model a weapon they are fond of, especially if it's a common one that has lots of reference available. The problem is that addon making is a long term project, especially if you are new. You not only have to learn how to model, but you have to learn how to model within the demands of the rv engine. Not only do you have to learn how to use some complex modelling software, you also have to learn how to use O2. Not only do you have to learn how to model, but also texture, make materials, and write configs. If you want to make an addon, the initial model is like 1/10th of the work. Making a rifle should be your long term goal. In the short term, get familiar with some of the software you will need and create something that doesn't have much of a modelling or texturing task to it, like some kind of painted wooden table or something. 5 rectangular prisms to UV, texture, and place in the game as a tester. Then try like a crate, using photo textures... you can use this to introduce spec and normal maps. Then try a crate with a story behind it- like it's been under the ocean or it's a metal box with rust on it... Once you have a handle on the tools, then you can dig in and try to model something that's complex like an m4 without ragequitting after day 7. Share this post Link to post Share on other sites
[frl]myke 14 Posted January 24, 2011 This is good advice. I think, for most people, the temptation is to go for something that's too complex because of the attractiveness of the project in the short term. Who wouldn't want to model a weapon they are fond of, especially if it's a common one that has lots of reference available. The problem is that addon making is a long term project, especially if you are new. You not only have to learn how to model, but you have to learn how to model within the demands of the rv engine. Not only do you have to learn how to use some complex modelling software, you also have to learn how to use O2. Not only do you have to learn how to model, but also texture, make materials, and write configs. If you want to make an addon, the initial model is like 1/10th of the work. Making a rifle should be your long term goal. In the short term, get familiar with some of the software you will need and create something that doesn't have much of a modelling or texturing task to it, like some kind of painted wooden table or something. 5 rectangular prisms to UV, texture, and place in the game as a tester. Then try like a crate, using photo textures... you can use this to introduce spec and normal maps. Then try a crate with a story behind it- like it's been under the ocean or it's a metal box with rust on it... Once you have a handle on the tools, then you can dig in and try to model something that's complex like an m4 without ragequitting after day 7. This^^ Besides this, check the sticky topics. Also this one might be of interest for you. Share this post Link to post Share on other sites
ziiip 1 Posted January 24, 2011 I went through Myke's excellent tutorial and quickly realized that modeling is not that hard. Although you should switch to Blender after completing that tutorial, it will save you some headaches. Share this post Link to post Share on other sites