The How-To Guide To 3D Models In Doom

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Re: The How-To Guide To 3D Models In Doom

by HAL9000 » Wed Jul 03, 2019 12:28 am

I use it for years, It's worth it. I mostly use it on my work but not often. Our Graphics department use it on a daily basis for product vizualization.

Yes blender is free, but compared to C4D it is junk. I would rather pay for C4D license than use blender 4free. Once you taste C4D there is no comming back to other sw. But hey, that's just my opinion.

Bones? Yes you can but they will be autogenerated.nde

Re: The How-To Guide To 3D Models In Doom

by Enjay » Tue Jul 02, 2019 3:34 pm

HAL9000 wrote:I use Cinema4D for creating/editing my models.
Pretty sure that's what Willem Sitters uses too. I understand it's a pretty decent piece of software, but expensive. Worth it?

I didn't even realise that exporting bones from a vertex animated model was even possible. Interesting.

Re: The How-To Guide To 3D Models In Doom

by Josko » Tue Jul 02, 2019 12:54 pm

HAL9000 wrote:You can convert ("decompile") MD3 to FBX with bones in noesis with -vertbones parameter while converting the model.
Bones will be weird because they will be autogenerated from vertex animation but the animation and mesh will still work without any problems in any 3d software.
You can use it as a reference for creating a new/similar/remixed model/animations in minutes.

I use this technique to import vertex animated models for my project(s) to create vanilla-like high res versions of them from scratch or to fix them if they had any issues, while keeping the same animations & position of the old models. If you know what you are doing Noesis conversion works perfectly like a charm 110% every time. Never had any issues.

I wont describe the workflow for editing MD3 and other vertex animated models because I use Cinema4D for creating/editing my models. (Most of you here are Blender users)
I also use Noesis to convert my FBX animated model back to MD3 or MD2 animated models for GZD or Q1/2/3 projects
Thanks for the info, but I'm very new to all this so I don't even understand half of it :D

I suppose later on I might do :P

Re: The How-To Guide To 3D Models In Doom

by HAL9000 » Tue Jul 02, 2019 12:45 pm

You can convert ("decompile") MD3 to FBX with bones in noesis with -vertbones parameter while converting the model.
Bones will be weird because they will be autogenerated from vertex animation but the animation and mesh will still work without any problems in any 3d software.
You can use it as a reference for creating a new/similar/remixed model/animations in minutes.

I use this technique to import vertex animated models for my project(s) to create vanilla-like high res versions of them from scratch or to fix them if they had any issues, while keeping the same animations & position of the old models. If you know what you are doing Noesis conversion works perfectly like a charm 110% every time. Never had any issues.

I wont describe the workflow for editing MD3 and other vertex animated models because I use Cinema4D for creating/editing my models. (Most of you here are Blender users)
I also use Noesis to convert my FBX animated model back to MD3 or MD2 animated models for GZD or Q1/2/3 projects

I highly recommend Noesis for the conversion process tho.

Re: The How-To Guide To 3D Models In Doom

by Josko » Tue Jul 02, 2019 12:12 pm

Yeah it's only animation in GZDoom that Im interested in, the part in MODELDEF where you state all the animation frames, that bit really gets me confused!

I suppose you will cover decompiling models? Crowbar is a great Decompiling tool for half life models.

I'm really looking forward to part 2, Can't wait to properly convert ANY model I want into MD3 and successfully implement it into the game.

I tried it with Milkshape 3d and the weapon model just became Invisible, when loading with Noesis Model Viewer it wouldn't load the MD3 lmao. Epic fail :D

Havn't been able to find any tutorial about this so until it's finished I will just have to wait I guess :P

Re: The How-To Guide To 3D Models In Doom

by R4L » Tue Jul 02, 2019 11:58 am

Josko wrote:
R4L wrote:
Josko wrote:Will this guide work for Milkshape 3d? That's the one I use, dont have blender and have never used it, maybe blender is better?

Anyway what will part 2 cover and when will it be done?
I cannot speak for Milkshape 3D, but I assume the process is the same. IMO, Blender is vastly superior. It just has a slight learning curve.

As for part 2, I'm not sure exactly.
Alright. I'll easily get Blender and use that instead when you have part 2 done. How far done is it? :P

I read your Part 1 and it was very good! Unfortunately I really need help with what Part 2 will be covering, that is, weapons and it's animation and such.

Tell you what, if you do decide to complete part 2 of the Tutorial I really want to gift you a steam game of your choosing as a token of my gratitude :)
I appreciate the gesture, but no need to do that my friend. :)

If I do finish part 2, please note that it will only cover animation in GZDoom, not how to animate in Blender (although I will make a simple animation in the tutorial).

Re: The How-To Guide To 3D Models In Doom

by Josko » Tue Jul 02, 2019 11:55 am

R4L wrote:
Josko wrote:Will this guide work for Milkshape 3d? That's the one I use, dont have blender and have never used it, maybe blender is better?

Anyway what will part 2 cover and when will it be done?
I cannot speak for Milkshape 3D, but I assume the process is the same. IMO, Blender is vastly superior. It just has a slight learning curve.

As for part 2, I'm not sure exactly.
Alright. I'll easily get Blender and use that instead when you have part 2 done. How far done is it? :P

I read your Part 1 and it was very good! Unfortunately I really need help with what Part 2 will be covering, that is, weapons and it's animation and such.

Tell you what, if you do decide to complete part 2 of the Tutorial I really want to gift you a steam game of your choosing as a token of my gratitude :)

Re: The How-To Guide To 3D Models In Doom

by R4L » Tue Jul 02, 2019 8:16 am

Josko wrote:Will this guide work for Milkshape 3d? That's the one I use, dont have blender and have never used it, maybe blender is better?

Anyway what will part 2 cover and when will it be done?
I cannot speak for Milkshape 3D, but I assume the process is the same. IMO, Blender is vastly superior. It just has a slight learning curve.

As for part 2, I'm not sure exactly.

Re: The How-To Guide To 3D Models In Doom

by Josko » Tue Jul 02, 2019 12:48 am

Will this guide work for Milkshape 3d? That's the one I use, dont have blender and have never used it, maybe blender is better?

Anyway what will part 2 cover and when will it be done?

Re: The How-To Guide To 3D Models In Doom

by R4L » Thu Apr 04, 2019 8:41 pm

Marcello wrote:That I was looking for: thank you! Now I will fall in to the "guide part 1".


Just a quick question: is it possible to modify a 3D model that already exists?
What do you mean? Like a model that someone else made? If so, then yeah, you can do whatever you want to it. If you mean editing models in-game, I think you can do some stuff with ZScript.

Re: The How-To Guide To 3D Models In Doom

by Marcello » Tue Feb 26, 2019 7:26 am

That I was looking for: thank you! Now I will fall in to the "guide part 1".


Just a quick question: is it possible to modify a 3D model that already exists?

Re: The How-To Guide To 3D Models In Doom

by X-DOOM » Fri Nov 09, 2018 11:47 pm

Kappes Buur wrote:
X-DOOM wrote:Do you have something with 3D Studio Max, ......
At the Blender logon screen one can set so that Blender behaves just like 3DSMax.
Spoiler:
But, since I never really used Blender myself, I'm not sure if creating a model is like 3DSMax.
Oh man that sound great. I hope it behave like 3dsmax.

Re: The How-To Guide To 3D Models In Doom

by Kappes Buur » Wed Nov 07, 2018 12:26 am

X-DOOM wrote:Do you have something with 3D Studio Max, ......
At the Blender logon screen one can set so that Blender behaves just like 3DSMax.
Spoiler:
But, since I never really used Blender myself, I'm not sure if creating a model is like 3DSMax.

Re: The How-To Guide To 3D Models In Doom

by X-DOOM » Tue Nov 06, 2018 10:01 pm

Do you have something with 3D Studio Max, or it should be the same? I have never touched blender before... as i am afraid a little because i learned myself how to use 3DSMax and it took me about a year to model properly.

Re: The How-To Guide To 3D Models In Doom

by R4L » Sat Feb 24, 2018 7:40 am

Awesome, good to know! I'll update the tutorial.

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