IMPORTANT: select object by object, not all at once, and set Smooth Shading (on left). Assign the same image as on the reference model just unwrap the UV and don’t worry about mapping as the material doesn’t appear in game. Ĝollision model build – Make a simple copy of the reference model (as simple as possible from basic meshes, as more complex means more memory and fps loss), and put these objects to layer above reference model. One model can be made of several objects, but all must share the same texture by grouping them, exporting multiple objects to one SMD file is allowed. Name objects for better sorting and group them together name the group as the exported SMD file (cedule). Reference model build - Create the basic parts of the sign (two poles, holders and one plate), then make the UV map with the assigned image (cedule.tga in my case) and put all these objects into one layer. Tip in Blender: select all objects /A/, in window /Shift+S/ Cursor to selected, /N/ of right find 3D cursor and set Location axis Z to 0, on left find Tools - Transforms and Set origin to 3D cursor. It is essential to set the same origin of all object even reference and collision models for best fit and alignment. Note: origin of object/groups in Blender represents origin in Modelviewer and its placement in the world of Hammer. For Blender UV mapping, save your texture as raster image in the same size (keep the same name of Material in Blender and texture for Source engine too)Ĭreating, sorting of reference, collision model and gibs
Place those files in your mod folder where you will compile all /steam/steamapps/sourcemods/yourmod/materials/models/yoursubfolder. Prepare more VMT files for skins (versions of signs - one for enter, second for leave, next two skins for different village name)
For Source engine, save as VTF, then create a new text document and save as VMT to describe material properties.
(In my case I created cedule.psd feel free to change the name in the PSD file and make your own city or village name as skins)
This tutorial will teach you how to make this sign as breakable prop with gib spreading of its parts.Ĭreate a new RGB document of size 1024×1024px then do the following: I want to focus on preparing the model for export, proper exporting settings and model compiling.Īs an example, I modelled a simple road sign, one used in my country, when entering or leaving a village. I assume that you are familiar with basic modeling, texture creating and installing of mentioned programs, plugins and add-ons. GUIStudioMDL or studiomdl ( I will focus on GUIStudioMDL, even it is bit outdated, but I am used to it) VTF plugin for PS or vtex or VTFedit (personally I am not familiar with vtex, keeping my old PS CS2 and plugin)īlender 2.71 or later and Blender Source Tools preparing QC files and compiling to MDL.model preparation for export in Blender.Hammer level designing at least on basic level.
VMT and VTF preparation and their settings (Photoshop VTF plugin, VTFedit).modeling, UV mapping in Blender on a level you require, basic skill is enough for this tutorial.What you should know before this tutorial: This tutorial should help anyone who knows the basics of Blender and wants to try making some custom models for the Source engine. Since that time, I never got back to my mod and prop modeling until now, when I found time to fix hammer via SDK 2013 and refreshed my memory on prop modeling.įortunately, in the meantime, I learned Blender, where prop modeling is quite easier and more comfortable than my recent ”3DSmax and XSI“ technique. The few props that I‘ve released were used in my Counter strike source maps, as well as by some other mappers. released as Dinus Saurus custom props in 2011.īecause of Valve’s recent Steampipe update, which messed up Hammer for most custom mods, I stopped working on my mod and prop modeling for a very long time this is also the reason why I almost forgot the exact technique of prop modeling. I found a quite complicated way combining 3DS max, XSI tools and few exporting/importing steps. Later on, I took advantage of recent knowledge and tried to make models for Source engine, mainly for my own single-player mod. Back in 2009 I learned the basics of 3DS max. IntroI decided to write this tutorial due to my lazy memory.