《杀戮空间》——武器制作教程和资源[EN]!!!希望高手发布中文教程+++UDK自定义武器制作教程(1-3)!!!
本帖最后由 redrose168 于 2012-4-27 14:30 编辑官网地址:
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There is now a growing interest in the modding forums for new weapons and many of you are planning on making them, so I am creating a series of steps, using online resources and tutorials, that I have found invaluable in previous mods, to help you with the basics in starting your own projects
For the sake of these tutorials, most information will be directed towards 3DS Max and Photoshop, as I have no experience in any other software, however some information is based on the Full free download of the Softimage XSI Mod Tool, as this is compatible with Unreal and looks just like Max in it's modelling fundamentals.
I have resreved a number of posts to break down the creation process into their relative chapters, i.e. modelling, texturing and coding etc
Software Downloads:
Softimage XSI Mod Tool ver4.2
http://www.zdnet.co.uk/downloads/vie...tool-39103436/
Umodel exporter for Unreal
http://www.gildor.org/news
3DS Max 2011 30 day trial
http://usa.autodesk.com/3ds-max/trial/
IC Shape
http://www.illusioncatalyst.com/ic_shape_intro.php
Tex Tools
http://www.renderhjs.net/textools/
Plugin Downloads:
Texporter plugin for 3DS Max and other software
http://www.cuneytozdas.com/software/3dsmax/
NVidia DDS Pulgin for Photoshop
http://developer.nvidia.com/object/p...s_plugins.html
ActorX Exporter
http://udn.epicgames.com/Two/ActorX.html
所需要的软件自己百度下载,有中文版的更好了。
UDK自定义武器制作教程(1-3) BY:百度ID:KTWO
http://player.youku.com/player.php/sid/XMjQ5NDk0NjI4/v.swf
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本帖最后由 redrose168 于 2012-4-20 23:14 编辑
3DS Max weapon model Tutorials
Low Poly galil Rifle
http://www.max-realms.com/modules/tutorials/galil01.php
Hand Gun Model Tutorial
http://www.tutorialized.com/view/tut...-Hand-Gun/3778
XSI Mod Tool Tutorials
G36 Model Tutorial
http://blog.jailbreaksource.com/?p=918
1.Create a shortcut to 'Command Prompt' in your Killing Floor directory and extract the Umodel program to the same location (fig1)
Fig1
http://i433.photobucket.com/albums/qq54/braindeadmm6/umodellocation.jpg
2.Open the editor and find the name of the package you want to export (fig2)
Fig2
http://i433.photobucket.com/albums/qq54/braindeadmm6/packagename.jpg
3.Open your command prompt and enter the following, remember it is case sensitive when it comes to the package name (Fig3)
Fig3
http://i433.photobucket.com/albums/qq54/braindeadmm6/umodel_command.jpg
The relevant files will then be extracted to ..\Killing Floor\HuntingRifleA\
Weapon Unwrapping
本帖最后由 redrose168 于 2012-4-21 22:32 编辑3DS MAX UVW贴图教程
武器解开http://www.rensheeren.com/mirrors/senor/tutorial1.htm
原英文教程:
Unwrapping Tutorial
This is a tutorial explaining how to unwrap handguns that were modelled with a game-poly range eg. 1000ish. The skills taught can be applied to other areas of unwrapping but obviously they are most relevant to this specific purpose. Please note that I am a n00b web-designer as is obvious by my website so judge the usefull-ness of this tutorial on what it teaches not how flashy it is.
Also ... the tutorial is very image heavy so please bear with it while it loads.
If you wish to comment on it do so at my Deviant Art Site
And if you are on a crap connection I sympathise with you so please ... download the tutorial in this zip file (models not included)
Enough talk ... on with the tutorial:
Checkered maps
Checkered faces are important while making an unwrap of a weapon because they allow you to see how evenly distributed the resolution is for your skinner. Obviously each Checker represents a certain number of pixels but what is more important is each checker is a different size compared to one on another part of the mesh.
This is a cockpit model with a checker map applied. Each checker represents roughly 25x25 pixels if the Cockpit is given a 1024x1024 map.
http://www.rensheeren.com/mirrors/senor/tutorial1/checker_demo.JPG
The Checkers do not need to be perfectly evenly distributed. However it is best if they are as close as possible for game models; unless there is a dire need for a lot of detail in 1 particular area. One example of a need like that is if you were doing Iron sights.
You do not have to use this technique. It is more of a guide tool and eventually you will stop using it once you've learnt to unwrap well enough.
To get a Checkered map set up go to your material editor. Go to the maps rollout and expand it, find the Diffuse color spot and where it says NONE next to this click so that you can apply your map type. A Material Map Browser dialog box will now appear, scroll down the list to find 'checker'. Then once you have chosen a checker map you need to increase the tiling so that you can see more copies of the checkers. Change the 1.0 values to something like 40 (divide your texture resolution by 40 to figure out what each checker represents).
Now to get this new material applied click on the drop down box where it says "Map #" and choose the top option on that list (should have the word default in the name).
Check the 2-sided box if your mesh needs this. Click on the checkered box to make the map show when applied. Then click on the button that has a blue sphere, white square and a curved arrow pictured. This button applies the material to your mesh.
Now we are ready to begin
http://www.rensheeren.com/mirrors/senor/tutorial1/checker.JPG
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Final Package
Once you've completed packing your job as an unwrapper is complete. Consult coders and the original modeller to figure out how certain parts will be animated (and therefore need to be detached). Apart from that, as long as your unwrap looks similar to this, then I guess my use to you is up until you want to learn how to unwrap planes and I want to write another tutorial.
http://www.rensheeren.com/mirrors/senor/tutorial1/20.JPG
Advanced Unwrapping Techniques
本帖最后由 redrose168 于 2012-4-21 22:34 编辑A
高级技术
http://waylon-art.com/uvw_tutorial/uvwtut_01.html
n In-Depth Look at UV Mapping an Object in 3DS Maxhttp://waylon-art.com/uvw_tutorial/podship_checkers_small.jpg 3ds Max includes an incredible array of tools for UV-mapping an object. Depending on your project and on your budget for extra plugins, mapping and texturing an object is a breeze.
In this tutorial, I'll show you the basics of getting around the Unwrap UVW interface, a few methods for automatically mapping the object, and some techniques you can use when the automatic mapping doesn't quite do what you need it to.
Hopefully, by the time we're done, you'll be familiar enough with the tools that you'll be able to find a quick and effective method for mapping any object.
This tutorial was most recently updated for Max 7, and some new and powerful tools have been introduced since then. However, this tutorial focuses on the fundamentals, so it's a good primer even for newer versions of the tool.
1) What's a UV map?
2) The Basics
3) The Unwrap UVW Interface
4) Automatic Mapping Features
5) Manual Mapping Techniques
6) Traditional Mapping Tools
7) Finishing Touches
8) New in Max 7
9) Conclusion
这个必须要看看。 这个必须要看看。备用 dddddddddddddddddddddddddddddddddddddd 收下~~~~~~~~~ 先看再说. 谢谢分享!!!!!!!!! 好东西,又有得玩了
谢谢分享! 谢谢楼主的教程支持。。。感谢辛苦了
11111111111111111111111111111 谢谢分享···· 谢谢分享···· 支持支持支持 谢谢分享!!!!!!!!!!
我是来学习的:) 55看看、、、 感謝感謝 。。。。。。。。。。。。。。。。。。。。。。
谢谢分享! 研究研究..
that‘s good
终于找到了,感谢楼主。 感谢分享
学会怎么做武器了 回帖:我记得有个杀戮间udk的专区忘了地址