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Modeling With Gmax - Novice

09-04-2007, 07:06 AM#1
The Elite
Introduction
Hello, in this tutorial i will teach you how to make a simple shelter like this:
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We will be using stuff that makes the rest of you modeling career a lot less painfull.
And after we make it i will tell you better ways to do some of the things we did.
Required Tools
Gmax
Thats it.
What to do.
In Create (you should be in here by defaut) click on cylinder
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Now create one in the perspective view point window that looks like a platform
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Now go to Edit>Clone and click on clone
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Now click OK
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Now click on the four way arrow sign in the top toolbar
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Now click on the "Z" that is extrooding from the model
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And drag up until the clone (copy) is at the same level as mine
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Now, in the Top viewpoint (by default its in the top left hand cornor of your screen) create one cylinder in the most left hand side of the circle that is showing in the Top Viewpoint, and make it about one 100th the size the the main cycliner.
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Click once, now drag up, watching the perspective viewpoint and stop draging when you see that it is at the same level as the roof.
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Now click on the Arc Rotate button in the bottom right hand cornor of the screen
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Now click once on the perspective viewpoint
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Now click in the center and drag it what ever way you want. Notic that when this happens it changes the angle you view the model at.Inspect your model to see if the long pole like cylinder could be raised or lowered. If required, do it.
Now on the top view point select the pole like cylinder. Clone it and drag the clones so that by the end it looks like this. (you need to clone it more then once)
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Now were going to add a cone like roof. To do this click on cone then make sure Auto Grid is selected.
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Now in the top viewpoint click on the center on the Biggest circle and drag until the cone has the same Radius as the Biggest cylinder circle thing.
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Now looking in the perspective view but not moving your mouse. Move you mouse directly up and then after about 7 cm of movement click then go down until in the perspective view the cone has closed.
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Now click on the cone, and change Height Segments to 1 because the more segments there are in a model the larger file size it is do this for the rest of the model
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Always do this unless you need to edit the mesh of a model
A Better View Than Perspective - User
Perspective is good, unless you want to zoom on a part of the model apart from the center
To get a view with the pros of perspective and the pros of Top, left bottom etc right click on the perspective lable go to views then click on User
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Now, right click on user then click on Smooth+HighlightsZoom (requires log in)
Your model now looks like this:
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Note that you can use Arc Rotate on the User view as well
another reason to use User, as said by TDR:
Quote:
Originally Posted by TDR
The reason for it is that it has no perspective and you see everything in it's actual size, so when you cut a segment in the middle when you look at it from a sharp angle, you actually cut it in the middle. If you were in perspective while you would have done that, you'll notice that it wasn't the actual middle, due to the perspective distortion. Also it's better when you model, when you use the screen coordinate system, 'cause you see the XY plane perfectly; if you were in perspective you would also see the Z and it would bug you. That's why User view is better.
Extruding
Earlier in this tutorial i told you to use autogrid to place a cone onto a cylinder, that was just to show you autogrid, the better way to do it would have been to use Extrude.
To use extrude first delete the cylinder that is under the cone so its like this:
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Then go to Modify > Modifier List and click on Edit Mesh
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Select Edge
Now zoom in on the top cone of the model in the top viewpoint and select the entire bottom row of verticies
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Now in edit geometry click on Extrude and change the number next to it to 5
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Now Click Enter.
Your model now looks like this:
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Thats How You Use Extrude
A Better Tool Then Clone - Array For the sake of teaching you Array im going to delete the clones of the cylinder and im going to re-clone them a different way, Array.
To use array first delete the clones of the long cylinder then select the original one
Now move it to the center of the model
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and go to Tools>Array
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Change Array Dimentions - Count - 1D to four
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And Click OK
Now this does the same thing as clone but creates for then one clone
Attached Images
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09-07-2007, 01:43 AM#2
The Elite
Introduction
Hello, in this tutorial you will learn how to add a texture to your model.
Required Tools
Gmax
Metal Texture attached to the bottom of the post, save it to your harddrive.
Thats it
How to apply the texture
For the sake of this tutorial ill be using a model from my previous tutorial "Modeling With Gmax - Novice - Making A Simple Shelter" but it doesnt matter what you use, if you would like to use the model i am using i have attached it to the post in a .zip file.
Now to get down to it, click on the Material Editor in the top right cornor of the screen.
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This comes up
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Click on new, select standard then click ok
The material editor now looks like this.
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Change the name to metal texture
Now in Blinn Basic Parameters click on the box next to Diffuse
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This comes up
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click on Bitmap and click ok.
A popup box appears, navigate to where you saved wood texture, select metal texture and click ok.
Click show map in viewpoint
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In the perspective viewpoint select what ever part of your model that you want a texture on
Now, back in the Material Editor click Apply
And the texture appears on whatever part of your model you have selected!
You have now skinned your model, congrats
Now, so that the skin will actually appear on your model in wc3 we're going to have to do some mdl editing
Export your model using my other tutorial Export From Gmax then before you convert it to MDX (in other words while its still .mdl) open it in notepad
You'll see some text like this:
Code:
Version {
	FormatVersion 800,
}
Model "" {
	NumGeosets 10,
	NumBones 1,
	BlendTime 150,
	MinimumExtent { -99.1217, -98.8234, 0.402162 },
	MaximumExtent { 100.878, 98.1381, 120.633 },
	BoundsRadius 185.364,
}
Textures 1 {
	Bitmap {
		Image "",
		ReplaceableId 1,
	}
}
Materials 1 {
	Material {
		Layer {
			FilterMode None,
			static TextureID 0,
		}
	}
//and so on
in the Textures 1 bit, change this
Code:
Image "",
to this
Code:
Image "skinname.tga",
OR
Code:
Image "skinname.blp",
depending on wheather it is a blp or a tga format image.
Wc3 doesnt recognize other image types, so those are your 2 options.
Now you can convert it to .mdx
and now you've skinned your model :D
REMEMBER to make sure that your skin has the same dimentions in height as it does in width, so dont have a skin with 312 pixels by 212 pixels otherwise someparts of your model will be black.
REMEMBER that wc3 has a different way of skinning models then GMAX does
Attached Images
File type: jpgMaterial Editor.jpg (3.3 KB)
File type: jpgMetal Texture.jpg (51.7 KB)
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File type: jpgFinal Image.jpg (63.2 KB)
Attached Files
File type: zipSimple Shelter.zip (8.8 KB)
09-09-2007, 06:58 AM#3
Chriz.
Could be better and more informative. This is just playing with shapes.
09-09-2007, 08:38 AM#4
The Elite
Well its for a beginners tutorial for gmax, you think im gonna get newbs to animate or something?
09-09-2007, 09:58 AM#5
TDR
No, I was thinking you would teach newbs how to model, not how to pile up basic primitives. At least you could have illustrated the extrude tool to make the roof: starting with a cone and extruding the base, instead of placing a cone over a cylinder.
And for multiplying the column cylinders you could have used the array tool instead of placing them by hand. If you ask me, this is not very good. You could learn more with the tutorials that come with gmax.
09-09-2007, 10:14 AM#6
The Elite
kk dont gravyard ill add more,
what do ya want me to add?
EDIT added a small bit telling people to change the Height segments to reduce the file size
EDIT2 added a section telling how to use the User view and why its better then Perspective
09-09-2007, 08:58 PM#7
TDR
Those aren't reasons to use user view...User view is indeed the view you should work with, but that's not the reason at all. The reason for it is that it has no perspective and you see everything in it's actual size, so when you cut a segment in the middle when you look at it from a sharp angle, you actually cut it in the middle. If you were in perspective while you would have done that, you'll notice that it wasn't the actual middle, due to the perspective distortion. Also it's better when you model, when you use the screen coordinate system, 'cause you see the XY plane perfectly; if you were in perspective you would also see the Z and it would bug you. That's why User view is better.
09-11-2007, 12:28 AM#8
Elenai
Hmmmmz....But I would perfer to see a section about animating properly in gmax....If you can animate at all.
09-11-2007, 07:07 AM#9
The Elite
This is a tutorial newbs, animating is advanced oh and no, i cant animate
09-11-2007, 08:33 AM#10
erwtenpeller
Also, the model you made is rediculously high poly and plain ugly.
09-11-2007, 10:13 PM#11
The Elite
ok ill add a part about reducing the amount of polys, anything else?And this isnt a model to submite to a gaming website its just something to make while learning
09-12-2007, 11:31 AM#12
TDR
Also illustrate how to change the pivot point and use the array tool to duplicate the cylinders. It's infinitely more accurate than placing them by hand and faster.
09-13-2007, 06:17 AM#13
The Elite
I've added a bit about using array rather then clone
With array can you preset where you want the copies to be placed?
Because it sounds like you can in your post
oh yeah and I stacked the cone onto the cylinder to demonstrate Auto Grid
EDIT can someone who can actually change the name of this tutorial change it to "Modeling With Gmax - Novice" no "Making a simple shelter" because once i fix points mentioned in this thread im going to merge How to apply textures in Gmax with this on request of PitzerMike
09-13-2007, 09:05 AM#14
PitzerMike
Ok, done.
I've also merged the two threads for you.
09-13-2007, 09:44 AM#15
TDR
Applying array just how you said won't do anything, because you did not change the pivot point and because you didn't tell the array how you want your object to be mutiplied; if you apply array just how you said, it will create another 3 cylinders in the exact same location as the one you're trying to multiply.
To make it work properly, you must first move the pivot point of the column to the center of the base cylinder, so the array will revolve the clones around that center.
Secondly, you must tell the array how to duplicate your object. In this case, set it to a total 360 rotation around the Z axis. That'll do it.

And I think it's more important to illustrate extrude than autogrid, since you'll use extrude way more often that autogrid.