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Pyro-Fire's GMAX Rendering Tutorial[/center]
Random:
KIWI!!!!!
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What you need[/center]
- A copy of GMAX (Link)
- GMAX Yafray Exporter scripts for exporting method 2 (Link) Download the following items:
Yafray-Export-v11.ms
GMaxSLGRAB.zip - Yafray for exporting method 2 (Link)
- An image editor (Preferably Photoshop 6.0 or greater)
- Basic to Advanced knowledge of GMAX, recommended to experiment if unfarmiliar with the UI before attempting this tutorial.
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Other useful stuff that might be helpful[/center]
- Starcraft unit/building palette. (Download)
- A Brain (this is most uncommon in people)
- The ability to make one own's methods.
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Faq's[/center]
Note: all answers have come from personal experience. your answers may (and most likely) will be different.
Note2: if you want to add a Faq, PM me.
Q: Is it hard?
A: Depends on what you are attempting/trying to achieve.
Q: Whats the hardest part of making custom units?
A: if your making a really complex unit, usually the most annoying/hardest part is the UVW unwrapping which is a part of skinning.
sometimes yafray gets really annoying and stuff's up (has happened to me) and lighting is being a real pain (its a real pain in itself), exporting would be the hardest.
but if your fine from these 2 problems, the hardest part is achieving what you want it to look like.
Q: What about skinning?
A: Depends on your skills with Photoshop (or your selected image editor)
Q: whats the hardest part of moddeling?
A: Vertex editing to look like how you want it. (also stopping it from being blocky)
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The How-to[/center]
Contents:
I. Modelling
II. UVW Unwrapping
III. Skinning
IV. Exporting Method 1
V. Exporting Method 2
I. Modelling1) Get an idea that you want to use
2) Put the *.MS files in the "gmax\scripts\startup" folder.
2.5) Start up gmax
3) Start building your design. im not going to go too in-depth with this, there are tutorials specifically designed for basic/advanced modelling. although i will if enough people request it.
II. UVW Unwrapping1) When your done modelling your new unit, go into the modifiers tab (you prolly would have been here while vertex editing your unit, if not, its the second from the left tab)
2) With everything selected, and on the modifiers tab, open the pull-down, and select "UVW map", and on the info-box should be a:
QUOTE
[+]UVW Map
3) click on the "[+]" and the select "GIZMO"
4) with the gizmo selected, rotate it so it looks like a diagonal line in the
left viewport. (box that see's your creation from the left side). doesnt have to be 45 degrees, just on an angle. i put it between horizontal and 45 degrees towards vertical.
5) this step is optional but i find it rather easier if im working with a large design with lots of items:
Deselect everything, then select a single item.
6) Open the pull-down again, and this time, select "UVW Unwrapping" and on the info-box should be a:
QUOTE
[+]UVW Unwrapping
7) click on the "[+]" and the select "Select Faces"
8) click on a face, or a multiple number of faces (recommended that you select faces that you can defrenchiate between eachother, or to select them to make a pattern seem continuous, like selecting a whole curved box for a windshield) then click "EDIT" on the right panel.
9) Click on the "Show selected faces only" button, then select all the vertex's. Click on the "Break vertexes" button at the top, then deselect the vertex's, then weld them together by selecting all the vertexe's again then clicking weld.
10) Close this window, then repeat step 5 through 9 untill you have done this with all the items (if your using method 2 of exporting, repeat step 5 through 9 untill you are finished with all the shapes you want to skin. and rather want to leave the last of the shapes with their solid colour, like a metal ladder doesnt really need to be skinned)
III. SkinningNote: the skin file can be made first, then have your items uvw unwrapped to be fitted onto it.
1) With the "[+]UVW Unwrapping" selected (not select faces), select one of your groups, then click "edit"
2) take a screen-shot by pressing print screen, then open up your image editor with an image dimensions of:
512/512
3) press ctrl + v (paste)
4) move the image untill you see the 4 borders of the UVW Unwrapping window. then select a retangular marquee, and click-drag from 1 corner to the diagonally opposite corner, selecting everything inside it. then resize it to fit your canvas size.
5) Begin making textures over (and inside) where the vertexes are. Dont forget to include the starcraft unit colours. I will not go in-depth on how to make textures, unless enough people request it. this step depends mainly on your skill with your image editor.
6 OPTIONAL) in the spare spaces, make some more textures for other parts of your unit
7) Save as *.JPG (meaning, save as name: anything. must be in jpg format)
8) repeat steps 1-6 untill you are satisfied that you have crated enough textures for your creation.
9) Open the material editor and create a new
standard material, give it any name you want.
(im not very farmiliar to the material editor so ill do the main points you want. feel free to mess with the settings)
10) Open the "MAPS" subtitle, check "ambient colour" and "diffuse colour"
11) Click "none" next to "diffuse colour", click on "bitmap" then click "OK" then search for your skin.
12) when thats done, you select an item that you want that skin on, then click "apply"
if it doesnt show up, make sure to enable the little box thats next to where the name is.
13) repeat steps 9-12 untill all the items you want have been texturized. if you are not happy with how they look, UVW Unwrap them (select face, edit, ect ect and so on) untill they look how you want it to look.
14) when you are done, move onto exporting.
if you have texturized
EVERYTHING, move to exporting method 1, otherwise, move to exporting method 2.
Yes, i know, skinning's a bizzitch!
Note: I have seen some people make their skin first, import it into gmax with the material editor, then uvw unwrap it to their liking. if you want to do this, i have found that you must open the pull-down at the top-right hand corner (with ur object selected) then go to apply texture (if you cant c ur texture there) and follow the prompts (or just be lazy and go to "applied" (not sure if it works with yafray) and select the skin you want)
IV. Exporting Method 1AKA: Yafray Exporting Method
Explained in full detail here:
http://kupio.lunarpages.com/~tru7h02/halo/...der/newbie.htmli cant be bothered writing how to export it on yafray, and i wont, unless requested by enough people.
IV. Exporting Method 21) Maximise the perspective viewport
2 OPTIONAL) Create lighting
3 OPTIONAL) make viewport background black (dont ask how, i forgot, seriously!)
4) take a screen-shot like you did in UVW Unwrapping
5) put in your image editor with a canvas size of 512 like you did in UVW Unwrapping
6) Select your creation as close to the edges of it as possible, then resize it to fit the canvas (you should have taken the screen-shot with the viewport zoomed in as close as possible)
7) Resize the image so it fits into a unit's GRP -> BMP file like it did the regular unit. like making it about 75//75 for a vulture. (100% guessed, not measured) sizez may and will vary depending on the unit you want to put it into. and if you didn't do step 3, select the
outside of your unit and fill it with black.
if your using photoshop i would recommend using quick-mask to do this.
8) make the
CANVAS (not image) size to the same as the regular unit's (like a vultures as 100//100), fill it with black.
9) save the file as a *.BMP File.
CONTINUE TO EXPORT UNTILL YOU HAVE GOT ENOUGH FRAMES TO REPLACE THE WHOLE UNIT, THIS GOES FOR BOTH TYPES OF EXPORTING.
CONGRATS!!!@ you made your first GMAX custom unit!
if you have any further questions/requests/problems ect, feel free to PM me.
Also i would personally like it if you were to post up your creations for all to see.
I will add image helpers (an image to show u whats goin on) if enough people request it.