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officeramr

What tools do you need to create Vehicle mods?

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Hello, i am looking to get into the modding business and was wondering what tools you use to make a vehicle mod.

Any tips are appreciated

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a quick google search would have helped you. industry standard is 3ds max/maya 2015 with ether zbrush or mudbox

you are going to be looking at spending a few months on this. and more than likely a good bit of cash as well if you want professional guides and help.

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a quick google search would have helped you. industry standard is 3ds max/maya 2015 with ether zbrush or mudbox

you are going to be looking at spending a few months on this. and more than likely a good bit of cash as well if you want professional guides and help.

Or you can just use oxygen and gimp or photoshop for the textures. That's about it. Oxygen isn't the greatest tool but it can get the job done. It also might be worth checking out blender although I don't know the correct procedures. It might be better to have a mod move your thread to here: http://forums.bistudio.com/forumdisplay.php?173-ARMA-3-MODELLING-(O2). That is the correct forum for these types of questions. I recommend starting off with something a little bit more simple than a vehicle first though. Slowly progress into it. If there are things that are attached to your vehicle that you could make first that would be ideal. 50 cal or some kind of small cargo container or something. If you're serious about it don't give up! Learning new things can suck sometimes but it's well worth it once you finished something.

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Blender: http://www.blender.org/ (I don't personally use Blender, but I know allot of people who model better than me that do.)

Gimp: http://www.gimp.org/ (This is what I use for textures.)

Mudbox: http://www.autodesk.com/education/free-software/mudbox (Free if you're a student, you can sculpt and stuff with it.)

That's what I use, other than Blender (I use C4d).

And YouTube tutorials should be enough, for me at least.

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Thank you guys

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For modelling I highly recommend blender if you have a tightish budget (can't beat free for cost)

It has a great deal of the shared functions and even a few of its own such as sculpting and painting.

A small word of caution though, reign your sights back a bit and become familiar with your tools before you pursue anything heavy, learning the UI as the utmost basic.

For modelling learn about simple shapes, play with the tools...things such as inset, extruding, bevel, and so on, then play with the modifiers to learn about them and how you can manipulate them to do what you want.

For paint programs get familiar with the toolbars, layers, learn about the filters and how overlay and multiply can change some images for a start.

It's an endless learning process and you need to give yourself a sturdy foundation so that you don't collapse under your ambition.

https://www.youtube.com/user/GuerrillaCG/videos and to start that foundation I highly recommend checking out these videos as they will explain the utmost basics of 3D as well as some things you may encounter further down the line (such as subdivision artifacts for high poly baking).

The good thing is that many programs, especially 3D are streamlined in such a way that what you learn from there, even if it is a different program, can be applied to another, and you can find a LOT here http://www.3dtotal.com/index_tutorial.php

Edited by NodUnit

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for vehicles you dont really need mudbox... it can be used to paint low poly objects (basically a 3d painter) but it has some glitches with low poly geometry, at least in my experience. Blender can also be used to sculpt, so you dont need mudbox per-se.

The good thing is that many programs, especially 3D are streamlined in such a way that what you learn from there, even if it is a different program, can be applied to another

QFT. The only big difference most of the time is the interface/controlls , and name of the functions/features.

Tip: start very simple with your first model, because mistakes will be made. It's all part of the learning process. You might have to redo stuff as you go along, so it (imo) doesnt pay of to do something pretty complicated at the start.

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