Staredit Network

Staredit Network -> Modding Assistance -> Creating Custom SC Units
Report, edit, etc...Posted by Pyro-Fire on 2006-09-03 at 13:01:27
[center]Pyro-Fire's GMAX Rendering Tutorial[/center]

Random: KIWI!!!!!



[center]What you need[/center]
  1. A copy of GMAX (Link)
  2. GMAX Yafray Exporter scripts for exporting method 2 (Link) Download the following items:
    Yafray-Export-v11.ms
    GMaxSLGRAB.zip
  3. Yafray for exporting method 2 (Link)
  4. An image editor (Preferably Photoshop 6.0 or greater)
  5. Basic to Advanced knowledge of GMAX, recommended to experiment if unfarmiliar with the UI before attempting this tutorial.
[center]Other useful stuff that might be helpful[/center]
  1. Starcraft unit/building palette. (Download)
  2. A Brain (this is most uncommon in people)
  3. The ability to make one own's methods.


[center]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)




[center]The How-to[/center]

Contents:
I. Modelling
II. UVW Unwrapping
III. Skinning
IV. Exporting Method 1
V. Exporting Method 2



I. Modelling

1) 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 Unwrapping

1) 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. Skinning
Note: 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 1
AKA: Yafray Exporting Method

Explained in full detail here:

http://kupio.lunarpages.com/~tru7h02/halo/...der/newbie.html

i cant be bothered writing how to export it on yafray, and i wont, unless requested by enough people.

IV. Exporting Method 2

1) 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.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-09-04 at 09:40:12
About time someone made something specifically for gmax...I'll read this when I get the time later on.
(you might even find a bunch of the stuff I've made in the dldb soon, if this tutorial works for me...)

Edit: nevermind, I just noticed that it mentions a yafray step on the last step, which I can't use because of an annoying DOS error (it can't find the registry files)
Report, edit, etc...Posted by Xx.Doom.xX on 2006-09-04 at 09:43:36
Seems very useful. I'll be dying to use it. happy.gif
Report, edit, etc...Posted by Pyro-Fire on 2006-09-04 at 10:10:48
QUOTE(TERRAINFIGHTER @ Sep 4 2006, 08:39 AM)
About time someone made something specifically for gmax...I'll read this when I get the time later on.
(you might even find a bunch of the stuff I've made in the dldb soon, if this tutorial works for me...)

Edit: nevermind, I just noticed that it mentions a yafray step on the last step, which I can't use because of an annoying DOS error (it can't find the registry files)
[right][snapback]555533[/snapback][/right]



use exporting method 2 wink.gif

i did it that way because yafray kept crashing when i tried to export my APC (link to the thread in my sig if u wanna c my apc.)
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-09-04 at 12:56:11
I noticed some mistakes, here's what you should change
(you did a pretty good job, but these small things could confuse some people. tongue.gif )

Chapter 2:
4. you didn't explain this very good at all...I guessed at what you meant but never understood it.
6. it's "Unwrap UVW"
7. it's "Select Face"
9. it's "Filter SelectedFaces"
9. it's "Break Selected Vertices"
9. you need to explain what this accomplishes, even though I understood it after reading the next step, it could still be a problem.

Chapter 3:
1. it won't let me select it, I must've done something wrong...(I followed your tutorial perfectly)
Report, edit, etc...Posted by Pyro-Fire on 2006-09-05 at 00:09:53
ill get straight to it when i get home.

i have written this tutorial at night when i was half asleep, so i thought there was bound to be some problems like that.
Report, edit, etc...Posted by nirvanajung on 2006-09-05 at 02:26:28
long time no see here guys...~~! beer.gif
i had been travel for vacation season
and i had spend a small fortune on vacation money
this summer too hot i hate hot weather

n e ways, for Pyro-Fire's saying
first off u bent over backwards to written this tutorial, good work Pyro

but in my oppinons,

Basically CG tutorial is need images which help to telling for layout and menus
for Software

most CG softwares builded by Graphical interface and resources
and 3D Softwares such as Gmax and 3dsmax and many others are
have so many menus and icons and many other things
so if u write for beginers or none familar person
that would be better to include reference images
even though that is not diffcult and complicate

And u don't have to follow as TERRAINFIGHTER's saying
Basically 3d graphics knowleges are very professional and detail
if u will explain all of items then u should really have to know and telling
so many informations, don't try explain what they are all of items
just mention as shortly
and just leave that to reader's effort which interest and passion

Anyhow in my tutorials which pinned on forum
there are so many good tutorials and enough informations link pages

That´s enough to figure out how creat 3d stuffs with Gmax and 3dsmax and
other Softwares

Btw, Actualy GMAX not good to rendering images as animation frames
3ds max or other Softwares are better for rendering as animation frames

becuzz if unit should have animations for each Actions
Gmax and Yafray takes so many times to render all frames
Yafray render system support rendering with peace by peace
there are no multiple rendering funtions
Report, edit, etc...Posted by Pyro-Fire on 2006-09-05 at 05:40:25
Welcome back!

this is what people would use to create basic units such as a vulture replacement, and other units. people can use this to create animations but like you said, there is better but that may be harder to get.

Note: 3ds max costs money sad.gif so its a bit hopeless. and also gmax is more wide-spread and easy to get.
Report, edit, etc...Posted by nirvanajung on 2006-09-05 at 16:54:30
QUOTE(Pyro-Fire @ Sep 5 2006, 03:40 AM)
this is what people would use to create basic units such as a vulture replacement, and other units. people can use this to create animations but like you said, there is better but that may be harder to get.

yeah, if would creat just one figure unit then Gmax will do
But that is too small using if use Gmax for just bicycle unit and buildings

If use Otherwise which capture videos Gmax realtime dispaly as to AVI file or etc
and export their frames to BMP files
then could get BMP files which each animation frames

but Gmax realtime disaplyed image is different from redered image
Althogh that is not big deal, if set lights for object as reality
then GMAX display as well as real

i have many of tips and knowhow about like that ways
but i haven't no times to write tutorials
if i have free times as much i could write that i'll post hre

QUOTE
Note: 3ds max costs money sad.gif so its a bit hopeless. and also gmax is more wide-spread and easy to get.
[right][snapback]555705[/snapback][/right]

that's very important and susceptible matter
basically 3ds max isn't realsed for general pplz, that's so Professional Software
most Game companies and many CG production companies are buy that
and use that for their bussiness that's why costs great money

but many of general pplz just get that from by none costs money
which from P2P and Warez and many other channels

but it isn't legal way So u would might be better to use with just ur connivance

it's very connivanced most general pplz are don't have money as much buy
like that such as 3dsmax and maya and many other Professional tools
and if use that for just personaly without for commercially
then that price is too high costs

So many of general pplz are get from P2P and Warez and many other channels
i think that's not too lack of discretion
bcuzz like students and Personaly using pplz are rather good use like that
for each Softwares Companies
they are future customers all of that pplz are use as individually and with
person's connivance
that's not great of out legal

and most companies are haven't get the time to find out from person to person
of all pplz

Actualy they just claim to Company which use their Softwares and commercial use

But if use that for commercially that really need to costs money
And nevertheless have to buy inexpensive Softwares that's honesty work
Next Page (1)