The next part of this Tutorial uses blender and Smokin' Guns fodler structure, which are the same across all platforms. So when I talk about folders they will be inside the '/smokinguns' sub folder, so the models folder is '/smokinguns/models' in your game folder. IMPORTANT NOTICE To Windows 7 & Vista users
: Windows 'User Access Control' will likely cause a lot of problems for you if you have your "Smokin' Guns" folder inside the standard "Programs Files" folder.
I high recommend you create a folder inside your user folder and move it there. Example:
- Code: Select all
If leave it in the "C:\Programs Files" Folder UAC will take your changes to files in the folder and cache them in the "VirtualStore" which can leave you with old versions of files, or even files that windows shows you as deleted still being visible to the compiler.
If you choose to leave it there, make sure to check your VirtualStore Folder if you have any problems
Making a ModelSetting up the Workspace
- Code: Select all
You should be greated with something that looks like this:
The first thing todo is setup the workspace by creating some more 'windows' by splitting the 3D View window a few times. Todo this hover your mouse along one of the edges around the 3D View window, the cursor will change to a rescaling icon with 2 points, press space and you should get this message:
When you left click on "Split area" you will get a verticle line you can move around, when you left click again it will split the window along that line.
I'm going to split my First "3D View" window into 4 sub Areas so it looks liek this:
the 3 Windows on the right have each been given a view of 2 Dimensions (Top, Side Front or x/y, z/y, z/x) by using the view menu on each.
Some basic ways to adjust the camera are to either use the 'view' menu. You can also use hold the mouse wheel, Shift + Mouse wheel, and Ctrl + Mouse wheel.
You can Select everything, or Deselect anything you have selected by pressing 'a', since the cube is pink in my screenshot it means It's selected. I to select the 'Camera' and 'Lamp' but not the cube, so I press 'a' then use the right click, and Shift+Right click to select them.
I don't want them so by pressing 'delete' key a message will pop-up asking me if I want to erase selected objects, left click and now there will just be the cube.
Now I select the cube (right click) and rename to barrel in the ME and OB boxes in lower left
Also I want to change this object's material to 'barrel' so I go to the Shading tab (f5), and change it's name.
I'm going to be saving this in the Smokin' Guns folder, as models\tutorial\barrel.blendEditing the Mesh
Hitting Tab with the cube selected will change to "edit mode"
Occlude Background geometry by hitting the 4th button that looks like an opaque cube
Notice the 3 buttons to the left of the "Occlude background geometry", these are the selection modes: Vertex, Edge, and Face.
You should memorize some basic keyboard shortcuts before I continue:
'e' - Extrude
's' - Scale
'g' - Grab
and pressing 'x', 'y', or 'z' after these shortcuts you can restrict the action to just that axis.
"Ctrl + R" - Loop Subdivide
Pressing Space brings up a menu with a lot of other tools that you will find handy.
Animated Gif of making the barrel:
->1 ) The Starting Cube with everything selected in edit mode
->2 ) Subdivide, press space, Edit > Edges > Subdivide
->3 ) Subdivide again
->4 ) Scaling along the Z axis
->5 ) Rounding the barrel out by selecting the Faces on side then grabbing them and moving along either the x or y axis
->6 ) Round out by grabbing the edges
->7 ) Selecting all the faces on the top and Extruding, but not moving them, just left clicking
->8 ) With all the faces still selecting I hover over the top view and scale them down
->9 ) Extrude the faces again but this time along the 'z' axis
->10-12 ) Repeating 7-9 on the bottom
->13-14 ) preforming a Loop Subdivide and placing it
->15-16 ) doing a second loop subdivide
->17 ) Selecting all the faces of what will become the metal straps and extruding them but not moving them
->18 ) Hovering the mouse over the top view I 'Scale' the straps out
->19-20 ) Adjust the straps a bit with grabbing and scaling along 'z' axis
->21 ) Giving the barrel a bulge in middle by selecting the middle ring and hovering over the 'top' view to scale it out.
->22 ) Scale and grab the top and bottom a bit to round out the barrel.