Source Filmmaker

Source Filmmaker

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Modeling Bootcamp Trainer and beyond
By vaultshadow
Greetings, this is a tutorial that is in part a personal guide of modeling in the way and style i use, which i try to explain the process in a very complete yet simple and easy way of steps to make models for games and workshops, i mainly use it for my Team Fortress 2 items

This is aswell to teach those with absolutly no knowledge or experience in graphic designing and to take advice from the pros, in this, i am both teacher and student and i really would like to have the details i need to make my models to look better

You can ignore the WIP sections if you want, those are extra bits of information of those programs and others that i want to learn and teach too, but they are not necessary for the modeling, id also like to take advice from you with the WIP programs i put

   
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Concept making
To think in ideas for TF2, organize the ideas in a checklist by merc and categorize each one based on the main background of each class

Scout--------Sports, tv and movie characters, young men and teenager stuff
Soldier-------Military and law enforcing branches, american lifestyle
Pyro----------Latino culture, hazmat jobs, fantasy sci-fi
Demoman---Black culture, historic warriors, second class jobs, royalty
Heavy--------Eastern europe culture, manly jobs and stuff, russian technology
Engineer-----Old west, science, inventors, experiments, sci-fi
Medic---------Medicine, eastern europe culture, first class jobs, science
Sniper--------Outdoors exploring, nature, worldwide culture, military reckoning, oceania and pacific islands, action heroes
Spy-----------Espionage, high class fancyness, romance, theatre, fraud and trickery, France

This are the core concepts for each character but you can mix and experiment with them
Sorting files
In desktop i have created a file named gmad, where i'll put my projects

I also added a shortcut for C:\Program Files (x86)\Steam\steamapps\common\SourceFilmmaker\game\usermod\materials\models
where the materials and textures will be going

For the models to be created in source, the models, files, textures, folders and data must have the same name or will have an error
3ds max modeling
The first step is to get 3ds max, it can be downloaded in
http://www.autodesk.com/products/3ds-max/overview

I use it because is much easier to handle and is the first modeling program i learned to use.
  • On the first look, you will have the grid where the model will be formed
  • In the left side will be the scene explorer where will be a list of all objects in the grid
  • On the right side is the command panel where you will use the tools you will need for the model
  • On the top is the toolbar and ribbon menus, which have specific tasks for each function
  • On the bottom is the motion timeline that serves for animations


On the toolbar we have buttons that help us move, rotate, scale, align and copy the model using the grid's axis or using the model's axis, and there are buttons to select the objects with the arrow or a selection box, and to snap the angle of modification


In the command panel you can take the shapes you need to create the model and other operatives
  • To modify them, in the create tab we have the following shapes for modeling, some other fuctions will be viewed forward

Standard primitives


Exteded primitives


Compound objects
Morph: reshapes a figure exactly like another


Boolean: makes a cut in a object with another object


Scatter: makes random scatters of the selected source object that is either as an array, or over the surface of a distribution object.


Conform: is a compound object created by projecting the vertices of one object, called the Wrapper, onto the surface of another object, called the Wrap-To. There is also a space-warp version of this function; see Conform space warp, it sticks the surfices of many objects together


Connect: merge two objects together


Blobmesh: The BlobMesh compound object creates a set of spheres from geometry or particles, and connects the spheres together as if they were made of a soft, liquid substance. When the spheres move within a certain distance of one another, they connect together


Shapemerge: creates a compound object consisting of a mesh object and one or more shapes. The shapes are either embedded in the mesh, altering the edge and face patterns, or subtracted from the mesh


Terrain: creates planet surfaces from contour-line data.


Loft: Loft objects are two-dimensional shapes extruded along a third axis. You create loft objects from two or more existing spline objects.


Mesher: The Mesher compound object converts procedural objects to mesh objects on a per-frame basis so that you can apply modifiers such as Bend or UVW Map. It can be used with any type of object, but is designed primarily to work with particle systems


Proboolean: The ProBoolean and ProCutter compound objects provide you with modeling tools for combining 2D and 3D shapes in ways that would be difficult or impossible otherwise


Procutter:The ProCutter Compound object lets you perform specialized Boolean operations, primarily for the purpose of breaking apart or subdividing volumes.


Particle systems
Particle systems are objects that generate particle sub-objects over time for the purpose of simulating snow, rain, dust, and so on. You use particle systems primarily in animations.
Spray
Snow
Super Spray
Blizzard
PArray
PCloud
Patch grids
Quad Patch and Tri Patch. Patch grids begin as flat plane objects but can be modified into arbitrary 3D surfaces by either using an Edit Patch modifier or collapsing the grid’s modifier stack down to an Editable Patch in the Modify panel
Doors
Nurb surfices
NURBS surface objects are the basis of NURBS models. The initial surface you create using the Create panel is a planar segment with points or CVs. It is meant simply to be "raw material" for creating a NURBS model. Once you have created the initial surface, you can modify it on the Modify panel by moving CVs or NURBS points, attaching other objects, creating sub-objects, and so on
Windows
Mental ray
The mr Proxy object is intended for use in large scenes to be rendered with mental ray.
This object type is useful when scenes contain many instances of an object, such as an auditorium with hundreds or thousands of instances of a seat model. It is also particularly useful for objects with extremely high polygon counts, in that it obviates both the conversion to mental ray format and the presence of the source object at render time, thus saving time and freeing up a great deal of memory for rendering. The only drawbacks are the reduced fidelity of the proxy object in the viewports and the inability to edit proxies directly.
AEC extended
Allows you to create walls, rails and trees
Point cloud object
Dynamic objects
Stairs
Splines
Nurb splines
Extended splines
Systems
3ds max modeling 2
  • In the modify tab is where modifiers are and are useful to edit the model and make it take its form, the modifiers are

World-Space Modifiers (WSMs)
World-space modifiers act as object-specific space warps. They are carried with the object, but like space warps use world space rather than object space for their effects

Camera Map Modifier (World Space)
The Camera Map world-space modifier is similar to the Camera Map modifier, in that it applies UVW mapping coordinates to the object based on a specified camera.

Displace Mesh Modifier (World Space)
The Displace NURBS world-space modifier (World Space) converts a NURBS object into a mesh. If a displacement map is applied to the object, the mesh shows the effect of the displacement map in viewports

Displace NURBS Modifier (World Space)
The Displace NURBS world-space modifier (World Space) converts a NURBS object into a mesh. If a displacement map is applied to the object, the mesh shows the effect of the displacement map in viewports

Hair And Fur Modifier (World Space)
The Hair And Fur modifier is the heart of the Hair And Fur feature. You apply it to any object that you want to grow hair from: either a mesh object or a spline object

LS Colors Modifier (World Space)
The LS Colors modifier converts Lightscape radiosity values to 3ds Max vertex colors.

MapScaler Modifier (World Space)
MapScaler maintains the scale of a map applied to an object. This lets you resize the object without altering the scale of the map.

PatchDeform Modifier (World Space)
The PatchDeform world-space modifier lets you deform an object based on the contours of a patch object. It works the same as the PathDeform (World Space), but uses a patch instead of a curve

PathDeform Modifier (World Space)
The PathDeform world-space modifier deforms an object based on a shape, spline or NURBS curve path.

Point Cache Modifier (World Space)
The world-space version of the Point Cache modifier works exactly the same as the Point Cache modifier, except that it uses world-space coordinates instead of local-space coordinates.

Subdivide Modifier (World Space)
The Subdivide (WSM) modifier is similar to the object-space Subdivide modifier, and has the same parameters. In the world-space version of Subdivide, the size limit is on the mesh after it is transformed into world space coordinates.

Surface Mapper Modifier (World Space)
The Surface Mapper (WSM) modifier takes a map assigned to a NURBS surface and projects it onto the modified object or objects. Surface Mapper is especially useful for seamlessly applying a single map to a group of surface sub-objects within the same NURBS model.

SurfDeform Modifier (World Space)
The SurfDeform (WSM) modifier works the same as the PathDeform (WSM) modifier, except that it uses a NURBS Point or CV surface instead of a curve.

Object-Space Modifiers
Object-space modifiers affect an object's geometry directly in local space.
When you apply an object-space modifier, it appears directly above the object with other object-space modifiers in the modifier stack. The order in which the modifiers appear in the stack can affect the resulting geometry.

Affect Region Modifier
The Affect Region modifier is a surface modeling tool, primarily used with vertex sub-object selections while surface modeling. With Affect Region, transforming a selection of vertices can also transform vertices in the region that surrounds the selection.
Attribute Holder Modifier
The Attribute Holder modifier is an empty modifier that provides a readily accessible user interface on the Modify panel to which you can add custom attributes. It has no user interface of its own; the interface consists solely of those attributes you assign to it.
Bend Modifier
The Bend modifier lets you bend the current selection up to 360 degrees about a single axis, producing a uniform bend in an object's geometry.
Bevel Modifier
The Bevel modifier extrudes shapes into 3D objects and applies a flat or round bevel to the edges.
Bevel Profile Modifier
The Bevel Profile modifier extrudes a shape using another shape as the path or "beveling profile."
Camera Map Modifier (Object Space)
The Camera Map modifier (object-space version) assigns planar mapping coordinates based on the current frame and the camera specified in the Camera Map modifier.
Cap Holes Modifier
The Cap Holes modifier builds faces in the holes in a mesh object. A hole is defined as a loop of edges, each of which has only one face.
Cloth and Garment Maker Modifiers
Cloth provides you with advanced tools for creating realistic fabrics and tailor-made clothing for characters and creatures.
3ds max modeling 2b
CrossSection Modifier
The CrossSection modifier creates a "skin" across multiple splines. It works by connecting the vertices of 3D splines to form a skin. The resulting object is another spline object that can be used with the Surface modifier to create a patch surface. These two modifiers, when used together, are sometimes referred to collectively as “Surface Tools.”
Delete Mesh Modifier
Delete Mesh provides parametric deletion based on the current sub-object selection level in the stack. The possible choices are faces, vertices, edges, and objects. Apply the Delete Mesh modifier to delete the geometry specified at that sub-object level.
Delete Patch Modifier
Delete Patch provides parametric deletion based on the current sub-object level in the stack. The possible choices are vertices, edges, patches, and elements. Apply the Delete Patch modifier to delete the geometry specified at that sub-object level.
Delete Spline Modifier
The Delete Spline modifier provides parametric deletion of spline geometry based on the current sub-object selection level in the stack. The possible selection levels include vertices, segments, and splines. Apply the Delete Spline modifier to delete the geometry specified at that sub-object level.
Disp Approx Modifier
The Disp Approx modifier (short for Displacement Approximation) lets you make the displacement mapping settings on an object in the modifier stack. It converts its input object to an editable mesh, so you can use this modifier to add displacement mapping to geometry primitives and any other kind of object that can convert to an editable mesh.
Displace Modifier
The Displace modifier acts as a force field to push and reshape an object's geometry. You can apply its variable force directly from the modifier gizmo, or from a bitmapped image.
Edit Mesh Modifier
The Edit Mesh modifier provides explicit editing tools for different sub-object levels of the selected object: vertex, edge, and face/polygon/element. The Edit Mesh modifier matches all the capabilities of the base Editable Mesh object, except that you cannot animate sub-objects in Edit Mesh. See Editable Mesh for a complete parameter reference.

Edit Normals Modifier
The Edit Normals modifier gives you explicit and procedural, interactive control over each of an object's vertex normals. It is meant to be used primarily with mesh objects destined for output to game engines and other 3D rendering engines that support specified normals. The results are visible in the viewports and in rendered images.

Edit Patch Modifier

The Edit Patch modifier provides editing tools for different sub-object levels of the selected object: vertex, handle, edge, patch, and element. The Edit Patch modifier matches all the capabilities of the base Editable Patch object, except that you cannot animate sub-objects in Edit Patch. See Editable Patch for a parameter reference.

Edit Poly Modifier
The Edit Poly modifier provides explicit editing tools for different sub-object levels of the selected object: vertex, edge, border, polygon, and element. The Edit Poly modifier includes most capabilities of the base Editable Poly object, except for Vertex Color information, Subdivision Surface rollout, Weight and Crease settings, and Subdivision Displacement rollout. Edit Poly lets you animate sub-object transforms and parameter changes. In addition, because it's a modifier, you can retain the object creation parameters and change them later. For detailed information about animating with Edit Poly, see these procedures.

Vertexes

Edge

Border

Polygon

Polymesh

Edit Spline Modifier
The Edit Spline modifier provides explicit editing tools for different levels of the selected shape: vertex, segment, or spline. The Edit Spline modifier matches all the capabilities of the base Editable Spline object, with the exceptions noted below. For a complete parameter reference, see Editable Spline.

Extrude Modifier
The Extrude modifier adds depth to a shape and makes it a parametric object.
Face Extrude Modifier
The Face Extrude modifier extrudes faces along their normals, creating new faces along the sides of the extrusion that connect the extruded faces to their object. As with most modifiers, this affects the current face selection passed up the stack.
FFD (Free-Form Deformation) Modifiers
FFD stands for Free-Form Deformation. Its effect is used in computer animation for things like dancing cars and gas tanks. You can use it as well for modeling rounded shapes such as chairs and sculptures.
Fillet/Chamfer Modifier
The Fillet/Chamfer modifier lets you fillet or chamfer the corners between linear segments of Shape objects. Fillet rounds corners where segments meet, adding new control vertices. Chamfer bevels corners, adding another vertex and line segment.
Flex Modifier
The Flex modifier simulates soft-body dynamics using virtual springs between an object's vertices. You can set the springs' stiffness, or how actively they keep vertices from coming close to each other, as well as stretch, or how far apart they can move.
HSDS Modifier
The HSDS modifier implements Hierarchical SubDivision Surfaces. It is intended primarily as a finishing tool rather than as a modeling tool. For best results, perform most of your modeling using low-polygon methods, and then use HSDS to add detail and adaptively refine the model.
Lathe Modifier
Lathe creates a 3D object by rotating a shape or NURBS curve about an axis.
Lattice Modifier
The Lattice modifier converts the segments or edges of a shape or object into cylindrical struts with optional joint polyhedra at the vertices. Use this either to create renderable structural geometry based on the mesh topology, or as an alternate method to achieve a rendered wireframe effect.
Linked XForm Modifier
The Linked XForm modifier links the transforms for any object or sub-object selection to another object, called the control object. The control object's motion, rotation, and/or scale transforms are passed onto the object or sub-object selection.

LS Mesh Modifier
The LS Mesh modifier refines a Lightscape mesh object.
MapScaler Modifier (Object Space)
The MapScaler (OSM) modifier works in object space to maintain the scale of a map applied to an object. This lets you resize the object via its creation parameters without altering the scale of the map.
3ds max modeling 2c
Material Modifier
The Material modifier allows you to animate, or simply change, the assignment of material IDs on an object. If the material ID is animated, the change to a new material ID is abrupt, from one frame to the next.
MaterialByElement Modifier
The MaterialByElement modifier lets you apply different material IDs to objects containing multiple elements, at random or according to a formula. When animated, this effect is useful for such applications as an office building at night with window illumination turning on and off at random.
Melt Modifier
The Melt modifier lets you apply a realistic melting effect to all types of objects, including editable patches and NURBS objects, as well as to sub-object selections passed up the stack. Options include sagging of edges, spreading while melting, and a customizable set of substances ranging from a firm plastic surface to a jelly type that collapses in on itself.
Mesh Select Modifier
The Mesh Select modifier lets you pass a sub-object selection up the stack to subsequent modifiers. It provides a superset of the selection functions available in the Edit Mesh modifier. You can select vertices, edges, faces, polygons or elements, and you can change the selection from sub-object level to object level.

MeshSmooth Modifier
The MeshSmooth modifier smoothes geometry in your scene by means of several different methods. It lets you subdivide the geometry while interpolating the angles of new faces at corners and edges, and apply a single smoothing group to all faces in the object. The effect of MeshSmooth is to round over corners and edges as if they had been filed or planed smooth. Use MeshSmooth parameters to control the size and number of new faces, and how they affect the surface of the object.
Mirror Modifier
The Mirror modifier provides a parametric method of mirroring an object or a sub-object selection. You can apply the Mirror modifier to any type of geometry, and you can animate the mirror effect by animating the modifier's gizmo.
Morpher Modifier
Use the Morpher modifier to change the shape of a mesh, patch, or NURBS model. You can also morph shapes (splines), and World Space FFDs. As well as morphing from one shape to another, the Morpher modifier also supports material morphing.
MultiRes Modifier
The MultiRes modifier reduces the memory overhead needed to render models by decreasing the number of vertices and polygons. This is useful not only within 3ds Max, but for content creators who export models for use outside of 3ds Max, such as in Web-based 3D applications. MultiRes offers several advantages over the Optimize modifier, including faster operation and the ability to specify reduction as an exact percentage or vertex count.
Noise Modifier
The Noise modifier modulates the position of an object's vertices along any combination of three axes. This important animation tool simulates random variations in an object's shape.
Normal Modifier
The Normal modifier allows you to unify or flip the normals of an object without applying an Edit Mesh modifier.

Normalize Spline Modifier

The Normalize Spline modifier adds new control points in the spline at regular intervals. Use Normalize Spline to produce splines for motion paths that require constant velocity.
NSurf Sel Modifier
The NSurf Sel (NURBS Surface Selection) modifier lets you place a NURBS sub-object selection on the modifier stack. This lets you modify only the selected sub-objects. Also, selected curve sub-objects are shape objects that you can use as paths and motion trajectories.

Optimize Modifier
The Optimize modifier lets you reduce the number of faces and vertices in an object. This simplifies the geometry and speeds up rendering while maintaining an acceptable image. A Before/After readout gives you exact feedback on the reduction as you make each change.
Patch Select Modifier
The Patch Select modifier lets you pass a sub-object selection up the stack to subsequent modifiers. It provides a superset of the selection functions available in the Edit Patch modifier. You can select vertices, edges, patches, and elements. You can also change the selection from sub-object level to object level.

PatchDeform Modifier (Object Space)
The PatchDeform modifier deforms an object based on the contours of a patch object. This modifier works similarly to the PathDeform modifier, but uses a quad-based patch object instead of a spline shape or NURBS curve path.

PathDeform Modifier (Object Space)
The PathDeform modifier deforms an object using a spline or NURBS curve as a path. You can move and stretch the object along the path, and rotate and twist it about the path. There's also a world-space modifier version. See PathDeform (WSM).
Point Cache Modifier (Object Space)
The Point Cache modifier lets you store modifier and sub-object animation to a disk file that records only changes in vertex positions, and then play back the animation using the information in the disk file instead of the modifier keyframes.

Poly Select Modifier
The Poly Select modifier lets you pass a sub-object selection up the stack to subsequent modifiers. It provides a superset of the selection functions available in Editable Poly. You can select vertices, edges, borders, polygons, and elements. You can change the selection from sub-object level to object level.

Preserve Modifier
The Preserve modifier lets you retain, as much as possible, the edge lengths, face angles, and volume of an edited and deformed mesh object using an unmodified copy of the object before it was deformed. When you push and pull vertices at the sub-object level, the process typically stretches the edges and often alters the face angles, resulting in irregular topology. You can use the Preserve modifier to generate more regular edge lengths, and a "cleaner" mesh.
Projection Modifier
The Projection modifier is used primarily to manage objects for producing normal bump maps. You apply it to the low-resolution object, and then pick a high-resolution object as the source for the projected normals. When you use the Render To Texture dialog to set up projection, Render To Texture applies the Projection modifier to the low-resolution object automatically. You can also explicitly apply the Projection modifier to set up the projection before you use Render To Texture.
Projection Holder Modifier
The Projection Holder modifier appears for objects being used by the Projection modifier's Project Mapping feature. It contains the data generated by the Project Mapping operation, much as UVW Mapping Add or UVW Mapping Clear do for Channel Info manipulations.

ProOptimizer Modifier
The ProOptimizer modifier lets you select objects and interactively optimize them.
Push Modifier
The Push modifier lets you "push" object vertices outward or inward along the average vertex normals. This produces an "inflation" effect that you can't otherwise obtain.
Quadify Mesh Modifier
The Quadify Mesh modifier converts the object structure to quadrilateral polygons whose relative size you specify. This capability helps to produce rounded edges when combined with MeshSmooth.

Relax Modifier

The Relax modifier changes the apparent surface tension in a mesh by moving vertices closer to, or away from, their neighbors. The typical result is that the object gets smoother and a little smaller as the vertices move toward an averaged center point. You can see the most pronounced effects on objects with sharp corners and edges.
Renderable Spline Modifier
The Renderable Spline modifier lets you set the renderable properties of a spline object without needing to convert the object to an editable spline. This is particularly useful with splines you have linked to from AutoCAD. It also lets you apply the same rendering properties to multiple splines at once.
3ds max modeling 2d
Ripple Modifier
The Ripple modifier produces a concentric rippling effect in an object's geometry. You can use either of two different ripple effects or a combination of both. Ripple uses a standard gizmo and center, which you can transform to increase the number of ripple variations.

Select By Channel Modifier

The Select By Channel modifier works in conjunction with the Channel Info utility. After you store a vertex selection into a subcomponent with Channel Info, use Select By Channel to quickly access the selection.
Shell Modifier
The Shell modifier “solidifies” or gives thickness to an object by adding an extra set of faces facing the opposite direction of existing faces, plus edges connecting the inner and outer surfaces wherever faces are missing in the original object. You can specify offset distances for the inner and outer surfaces, characteristics for edges, material IDs, and mapping types for the edges.
Skew Modifier
The Skew modifier lets you produce a uniform offset in an object's geometry. You can control the amount and direction of the skew on any of three axes. You can also limit the skew to a section of the geometry.

Skin Modifier

The Skin modifier is a skeletal deformation tool that lets you deform one object with another object. Mesh, patch, or NURBS objects can be deformed by bones, splines, and other objects.

Skin Morph Modifier

The Skin Morph modifier lets you use a bone's rotation to drive a morph; that is, a deformation of the object mesh. Skin Morph is intended for use with Skin or a comparable modifier such as Physique: Add the Skin Morph modifier after the skin-type modifier. You create the morph at the frame in which the effect should be greatest, and then Skin Morph automatically animates the affected vertices into and out of the morph, based on the rotation of the bone that drives the morph.

Skin Wrap Modifier
The Skin Wrap modifier allows one or more objects to deform another. While Skin Wrap is flexible enough to serve a variety of needs, it's primarily intended for animating a high-resolution object, such as a character mesh, with a low-resolution one.

Skin Wrap Patch Modifier
Skin Wrap Patch is a simple modifier that allows a patch object to deform a mesh object. It's very easy to use: just assign the modifier to a mesh object, and then use the modifier to specify a deforming patch object. Each point on the patch object influences a surrounding volume of points on the mesh object.

Slice Modifier
The Slice modifier lets you use a cutting plane to slice through a mesh, creating new vertices, edges and faces based on the location of the slice plane gizmo. The vertices can either refine (subdivide) or split the mesh, and you can also remove the mesh from one side of the plane.Smooth Modifier
Spherify Modifier
The Spherify modifier distorts an object into a spherical shape. This modifier has only one parameter: a Percent spinner that deforms the object, as much as possible, into a spherical shape.

Spline IK Control Modifier

Spline Select Modifier
The Spline Select modifier passes a sub-object selection of shapes up the stack to subsequent modifiers. It provides much of the same set of selection functions available in the Edit Spline modifier. You can select vertices, segments, or splines, and you can change the selection from sub-object level to object level.

Squeeze Modifier
The Squeeze modifier lets you apply a squeezing effect to objects, in which the vertices closest to the object's pivot point move inward. The squeeze is applied around the Squeeze gizmo's local Z axis. You can also use Squeeze to create a bulge on the vertical axis, to accentuate the squeeze effect.
STL Check Modifier
The STL Check modifier checks an object to see if it's correct for exporting to an STL (stereolithography) file format. Stereolithography files are used by specialized machines to produce prototype physical models based on the data in the STL file.
Stretch Modifier
The Stretch modifier simulates the traditional animation effect of "squash-and-stretch." Stretch applies a scale effect along a specified stretch axis and an opposite scale along the two remaining minor axes.
Subdivide Modifier (Object Space)
The Subdivide modifier provides an algorithm for creating meshes used for radiosity processing. Processing radiosity requires meshes that have elements shaped as close as possible to equilateral triangles. The density of the mesh also needs to be considered in determining the resolution of the lighting details that need to be captured. The denser the mesh is, the finer the lighting detail and accuracy will be. The trade-off is a larger memory requirement and slower rendering times. The Subdivide modifier works on a whole object and does not work on selected faces in a mesh.

Substitute Modifier

Typically, designers use two-dimensional shapes to represent objects, such as furniture, in their AutoCAD designs. However, when they link their DWG files into 3ds Max for visualization, they want to see how the objects will look in their design.
Surface Modifier
The Surface modifier generates a patch surface based on the contours of a spline network. A patch is created wherever the segments of the interwoven splines form a three- or four-sided polygon. The Surface modifier and the CrossSection modifier, taken together, are referred to as Surface Tools. They allow you to create complex or organic surfaces, like the fuselage of a plane, or a three-dimensional character.
SurfDeform Modifier (Object Space)
The SurfDeform modifier works the same way as the PatchDeform modifier, except that it uses a NURBS Point or CV surface instead of a patch surface to apply surface deformation.
Sweep Modifier
You use the Sweep modifier to extrude a cross-section along an underlying spline or NURBS curve path. It is similar to the Loft compound object but is more efficient. You can work with a series of pre-made cross-sections such as angles, channels and wide flanges, and can also use your own splines or NURBS curves as custom sections.

Symmetry Modifier

The Symmetry modifier is especially useful when modeling characters or building ships or aircraft
Taper Modifier
The Taper modifier produces a tapered contour by scaling both ends of an object's geometry; one end is scaled up, and the other is scaled down. You can control the amount and curve of the taper on two sets of axes. You can also limit the taper to a section of the geometry.
Tessellate Modifier
The Tessellate modifier subdivides faces in the current selection. It's particularly useful for smoothing curved surfaces for rendering, and creating additional mesh resolution for other modifiers to act on. If no sub-object selection has been passed up the stack, then the entire object is tessellated.
Trim/Extend Modifier
The Trim/Extend modifier is used primarily to clean up overlapping or open splines in a multi-spline shape so that lines meet at a single point. As with the Fillet/Chamfer modifier, this modifier operates on the splines at the sub-object level in the shape. When applied to a selection of multiple splines, Trim/Extend works as it does on a single spline.

TurboSmooth Modifier

The TurboSmooth modifier, like MeshSmooth, smoothes geometry in your scene.
3ds max modeling 2e
Turn to gPoly Modifier
The Turn To gPoly modifier converts geometry to the hardware mesh format used internally by 3ds Max. This makes it unnecessary to convert the mesh from editable format to the internal hardware format, resulting in significant performance improvement when deforming the mesh. The improvement is most noticeable with high-resolution geometry.

Turn To Mesh Modifier
The Turn To Mesh modifier lets you apply object conversions in the modifier stack. As another example, you could use this modifier on a sophisticated patch model to which you might want to apply a tool that applies only to meshes, or convert the object to a mesh. Also, when you apply general-purpose modifiers such as Normal, Material, or UVW Map, it can be helpful to explicitly control the type of object beforehand.

Turn To Patch Modifier
The Turn To Patch modifier lets you apply object conversions in the modifier stack. Using the Turn To Patch modifier, you can fine-tune the conversion process such as turning quads into quad patches.

Turn To Poly Modifier
The Turn To Poly modifier lets you apply object conversions in the modifier stack. Also, when you apply the general-purpose modifiers, such as Normal, Material, or UVW Map, it can be helpful to explicitly control the type of object beforehand.

Twist Modifier
The Twist modifier produces a twirling effect (like wringing out a wet rag) in an object's geometry. You can control the angle of the twist on any of three axes, and set a bias that compresses the twist effect relative to the pivot point. You can also limit the twist to a section of the geometry.
UVW Mapping Modifiers
This group of modifiers provides various tools for texture mapping: that is, managing UVW coordinates and mapping materials onto geometry.
  • Skip to 3DS MAX texturing

Vertex Weld Modifier
The Vertex Weld modifier behaves like the Weld feature in editable poly and similar objects by combining all vertices within a specified distance from each other into a single vertex. Vertex Weld is useful for cleaning up meshes that contain clusters of vertices within small areas.
VertexPaint Modifier
The VertexPaint modifier lets you paint vertex colors onto an object. You're not restricted to only vertex-level painting. Using sub-object selection, you can also control which vertices get painted, face-by-face. All faces sharing a vertex have the adjacent corner shaded as well. The resulting painted object receives a coarse gradient across each face.
Volume Select Modifier
The Volume Select modifier lets you make a sub-object selection of vertices or faces for passing up the stack to another modifier or modifiers. The sub-object selection is completely separate from the underlying parametric geometry of the object. Like other selection methods, Volume Select works with single or multiple objects.

Wave Modifier

The Wave modifier produces a wave effect in an object's geometry. You can use either of two waves, or combine them. Wave uses a standard gizmo and center, which you can transform to increase the possible wave effects.
Welder Modifier
Welder smoothes a mesh that has a tear in it.
XForm Modifier
Use the XForm (short for Transform) modifier to apply transformations (Move, Rotate, Scale) to objects.
3ds max modeling 3
  • In the heirarchy tab
You can set the pivot points of the objects in the grid so you can control them in a more confortable way, you can alsso make the IK rigs and lock the manipulations of the objects if you dont want them to move, scale or rotate in the axis x, y or z

  • In the motion tab
You can set the keys of the animations and their parameters
  • In the display tab
You can put the settings of can can be seen in the scene, from geometry, to particles, cameras, light and space warps
  • In the utilities tab
The Utilities panel gives you access to a variety of utility programs. 3ds Max utilities are provided as plug-ins. 3ds Max ships with the utilities listed below. Some utilities are available from third-party developers, so your setup of 3ds Max might include utilities not described here. Look for documentation describing these additional plug-ins by choosing Help Additional Help.
3ds max modeling 4
To import-export stuff to valve, you need the Wallworm plug-in, you can download it in http://dev.wallworm.com/topic/69/wall_worm_pro.html
To import a model from source you will need GCFscape, Notepad++, Wallworm and Crowbar; first you access to GCFscape and go to the directory of the model
Then you drag the files in gmad
In notepad++, you change the 0 with ,
On crowbar you decompile the model putting the code and the folder directory
With wallworm, you can import a base model with the following configurations
Then put the pieces of your model in their place and give shape it with the base model in the grid
Make sure that the model be at the center of one or more axis to be symmetricaly aligned
Link each piece with a parent to make it stay in its place
Then you put the bones of each part
Then rig it with the skin modifier
There you select the bones of the model in the dual quaternation
Then you select the piece of the model you want to rig and click on edit endelope
Once clicked, you select the verteces of the piece, you can grow, shrink or loop it to extend the selection
Finally you put in the wrench icon to determine their level of rigging

Then you assing every piece with their parent and export it with wallworm in the following configurations, save it in the gmad model folder as an SMD
Blender modeling
Blender can be downloaded here https://steamhost.cn/app/365670/
The source tools from here https://developer.valvesoftware.com/wiki/Blender_Source_Tools
follow the instructions in the page to install the source tools

The hotkeys:
First you have the interface, it is composed in various windows named editors that have different purposes, you can split and join the editors to have better view

Blender provides a number of different Editor types for displaying and modifying different aspects of data.

  • 3D view
    In this editor you can see the dreation of your model and scene
  • Timeline
    You control the animation of the scene
  • Graph Editor
    The graph editor is the main animation editor. It allows you to modify the animation using F-Curves
  • Dope Sheet
    Classical hand-drawn animators often made a chart, showing exactly when each drawing, sound and camera move would occur, and for how long. They nicknamed this the ‘dopesheet’. While CG foundations dramatically differ from classical hand-drawn animation, Blender’s Dopesheet inherits a similar directive. It gives the animator a ‘birds-eye-view’ of every thing occurring within a scene.
  • NLA Editor
    The NLA editor can manipulate and repurpose actions, without the tedium of keyframe handling. Its often used to make broad, significant changes to a scene’s animation, with relative ease. It can also repurpose, and ‘layer’ actions, which make it easier to organize, and version-control your animation.
  • UV/Image Editor
    The UV/Image Editor is where you will be editing the UVs. This is an overview of the tools found there. Using the UV editor is explained more in depth in the next sections.
  • Video Sequence Editor
    In addition to modeling and animation, Blender can be used to edit video. There are two possible methods for this one being the Compositor. However, this chapter is on the other, the Video Sequence Editor (VSE) and some time shorten to just Sequencer. The Sequencer within Blender is a complete video editing system that allows you to combine multiple video channels and add effects to them.
  • Movie Clip Editor
    The Movie Clip Editor has two main purposes, it can be used for for tracking or masking movies. The default layout looks like the image below.
  • Text Editor
    Blender has a Text Editor among its windows types, accessible via the Window type menu, or the shortcut Shift-F11
  • Node Editor
    The Node Editor is used to work with node-based work flows. The node tree type can be changed using the buttons in the node editor header. However, here we will only give an overview of what the Node Editor is.
  • Logic Editor
    The Logic Editor provides the main method of setting up and editing the game logic for the various actors (i.e. objects) that make up the game. The logic for the objects which are currently selected in the associated 3D panel are displayed as logic bricks, which are shown as a table with three columns, showing sensors, controllers, and actuators, respectively.
  • Properties Editor
    The Properties Editor is used to edit data and properties for the Active Scene and the Active Object.
  • Outliner
    The Outliner is a list that organizes data in your scene. In the outliner, you can:
    • View the data in the scene.
    • Select and deselect objects in the scene.
    • Hide or show an object in the scene.
    • Enable or disable selection (to make an object “unselectable” in the 3D View).
    • Enable or disable the rendering of an object.
    • Delete objects from the scene.
    • Unlink data (equivalent to pressing the X button next to the name of a data-block).
    • Easily select which render layer to render.
    • Easily select which render pass to render (for example, you can choose to render just the Specular pass).

  • Preferences
    The Blender User Preferences editor contains settings to to control how Blender behaves.
  • Info Editor
    As in all Blender window headers, the first button allows you to configure the window type.
  • File Browser
    The file browser has multiple uses, while its often used for save/load, it can be kept open for other uses too.
    Use cases include:
    • Opening and Saving Blend files.
    • Import/Export other file formats.
    • Picking new locations for existing file-paths (images, video’s, fonts... etc).
    • Browsing inside other blend-files, when using Linked Libraries.
    • You can also keep the file selector open, as with any other window type. In this case the buttons to load a files is removed.
    The main purpose of this is to be able to drag media files.
    Images into the Video Sequence Editor (to set background or apply as material textures).
    Media files into the Video Sequence Editor.

  • Python Console
    The Python console is a quick way to execute commands, with access to the entire Python API, command history and auto-complete.
    Its a good way to explore possibilities, which can then be pasted into larger scripts.
First we put some settings in the world and render tabs
In the texture paint mode
And in scene tab we put the directories in the source tools
We make this configurations and save them in startup file to make it default
To control the views in 3d view, use the numpad
You also move the screen with mousewheel and mouewheel + shift

To create a model, first in Object mode, Adding object - menu, manual selection - is under last added object... or shortcut Shift-A. the object will apear in the crosshair icon. You put the crosshair with left mouse and select objects with right mouse
When you create an object, you have this panel to change its properties
Edit mode: adding object –> adding mesh, e.g. final merging into one object. You also select with right mouse
If you need to center cursor, edit in the N tools menu cursor coordinates x, y, z for the numerical panel of the object

There are controls that control position (g), scale (s) and rotation (r) of the object, you can specify by axis pressing x y and z and numerically writing the number you wish to modify
In edit mode, you can modify the shape of the object by vertex, edge and face, you can do box select with ctrl b, to select in a series press on the first selection then ctrl in the last one and add and substract selections with shift
To do smooth editing, you enable the proportional editing mode in the menu and select the type of deformations, you affect the size with mousewheel
Blender modeling 2
When you select objects, you will only select the ones that are visible in the screen unless you toggle the selection to visible button, which will enable the selection of both sides of the object
Some modifying tools you will find in the left panel of the 3d view to make your model are:
NormalsHotkey: W
Serves to select the edges, faces and vertexes and scale it
Rip Hotkey: V
Rip fill
SplitHotkey: Y
A quite specific tool, it makes a sort of copy of the selection, removing the original data if it is not used by any non-selected element. This means that if you split an edge from a mesh, the original edge will still remain unless it is not linked to anything else. If you split a face, the original face itself will be deleted, but its edges and vertices remain unchanged. And so on.

Vertex connect Mesh ‣ Vertices ‣ Connect Vertices
Vertex connect path
Hook Hotkey: Ctrl-H
Make Edge/Face Hotkey: F
It will create an edge or some faces, depending on your selection.
Mark Seam and Clear Seam Mesh ‣ Edges ‣ Mark Seam/Clear Seam
Seams are a way to create separations, “islands”, in UV maps. See the UVTexturing section for more details. These commands set or unset this flag for selected edges.

Mark Sharp and Clear Sharp Mesh ‣ Edges ‣ Mark Seam/Clear Seam
The Sharp flag is used by the EdgeSplit modifier, which is part of the smoothing technics. As seams, it is a property of edges, and these commands set or unset it for selected ones.

Rotate Edge Mesh ‣ Edges ‣ Rotate Edge CW / Rotate Edge CCW
    Delete Edge Loop Hotkey: X or Delete
Collapse Hotkey: Alt-M
Edge Split Mesh ‣ Edges ‣ Edge Split
Bridge Edge Loops Mesh ‣ Edges ‣ Bridge Edge Loops
Beauty fills Hotkey: Alt-Shift-F
Grid fill Mesh ‣ Faces ‣ Fill/Grid Fill
Solidify Hotkey: [ctrl][F] ‣ Solidify
Convert Triangles to Quads Hotkey: Alt-J
Mirror Hotkey: Ctrl-M
Shear Hotkey: Shift-Ctrl-Alt-S
Warp Object/Mesh/Curve/Surface ‣ Transform ‣ Warp
Sphere Hotkey: Shift-Alt-S
Bend Hotkey: Shift-W
Fill holes Mesh ‣ Clean up ‣ Fill Holes
This tool is can take a large selection and detect the holes in the mesh, filling them in.

Delete Hotkey: Delete
This deletes any mistake you make

Extruding Hotkey: E or Alt-E
Knife Hotkey: K or Shift-K
Inset Hotkey: I
Subdivide Hotkey: [W] ‣ [pad1]/[pad2]
Vertex connect Hotkey: J
Duplicate Hotkey: Ctrl d
This tool simply duplicates the selected elements, without creating any links with the rest of the mesh (unlike extrude, for example), and places the duplicate at the location of the original. Once the duplication is done, only the new duplicated elements are selected, and you are automatically placed in grab/move mode, so you can translate your copy elsewhere...

In the Tool Shelf are settings for Vector offset, Proportional Editing, Duplication Mode (non-functional?), and Axis Constraints.

Loop subdivide Hotkey: Ctrl-R
Bevel Hotkey: Ctrl-B Hotkey (vertex-only): Shift-Ctrl-B
Merging Hotkey: Alt-M
This tool allows you to merge all selected vertices to an unique one, deleting all others. You can choose the location of the surviving vertex in the menu this tool pops up before executing:

At First
Only available in Vertex select mode, it will place the remaining vertex at the location of the first one selected.
At Last
Only available in Vertex select mode, it will place the remaining vertex at the location of the last one selected (the active one).
At Center
Available in all select modes, it will place the remaining vertex at the center of the selection.
At Cursor
Available in all select modes, it will place the remaining vertex at the 3D Cursor.
Collapse
This is a special option, as it might let “live” more than one vertex. In fact, you will have as much remaining vertices as you had “islands” of selection (i.e. groups of linked selected vertices). The remaining vertices will be positioned at the center of their respective “islands”. It is also available via the Mesh ‣ Edges ‣ Collapse menu option...

Shrink/fatten Hotkey: Alt-S
Push/Pull Object/Mesh ‣ Transform ‣ Push Pull
Screw Edit Mode ‣ Mesh Tools or T ‣ Add ‣ Screw Button
Spin Mesh Tools (Editing context)
Use the Spin tool to create the sort of objects that you would produce on a lathe (this tool is often called a “lathe”-tool or a “sweep”-tool in the literature, for this reason). In fact, it does a sort of circular extrusion of your selected elements, centered on the 3D cursor, and around the axis perpendicular to the working view...
Bisect Mesh ‣ Bisect
Noise Panel: Mesh Tools (Editing context)
Smooth Hotkey: [ctrl][V] ‣ Smooth vertex
Vertex Slide Hotkey:Shift-V
Edge Slide Hotkey: G
Blender modeling 2b
In the modifiers tab (wrench icon) there is the following modifiers:
Data Transfer Modifier
transfers several types of data from one mesh to another. Data types include vertex groups, UV layers, vertex colors, custom normals...
Mesh Cache Modifier
Is used so animated mesh data can be applied to a mesh and played back, deforming the mesh.
This works in a similar way to shape-keys but is aimed at playing back external files and is often used for interchange between applications.
Normal Edit Modifier
The Normal Edit modifier affects (or generates) custom normals. It uses a few simple parametric methods to compute normals (quite useful in game development and architecture areas), and mixes back those generated normals with existing ones
UV Project Modifier
The UV Project Modifier acts like a slide projector. It emits a UV map from the negative Z-axis of a controller object (such as an empty), and applies it to the object as the “light” hits it. It can optionally override the objects face texture.
UV Warp Modifier
The UV Warp modifier uses two objects to define a transformation which is applied to the chosen UV coordinates.
Vertex Weight Modifiers
The Vertex Weight modifiers work on a vertex group of the affected object, by modifying its weights and/or which vertices belong to the vertex group.
Array Modifier
The Array modifier creates an array of copies of the base object, with each copy being offset from the previous one in any of a number of possible ways. Vertices in adjacent copies can be merged if they are nearby, allowing smooth subsurf frameworks to be generated.
This modifier can be useful when combined with tileable meshes for quickly developing large scenes. It is also useful for creating complex repetitive shapes.

Bevel Modifier
The Bevel modifier adds the ability to bevel the edges of the mesh it is applied to, allowing control of how and where the bevel is applied to the mesh.
The Bevel modifier is a non-destructive alternative to the Bevel Operation in edit mode.

Boolean Modifier
The Boolean modifier performs operations on meshes that are otherwise too complex to achieve with as few steps by editing meshes manually, meaning you can achieve results with little effort to make mesh operations like Unions, Differences and Intersections.
The Boolean modifier uses one of three Boolean operations (Difference (negation), Union (conjunction), and Intersect (disjunction)) to create a single compound object out of two mesh objects.

Build Modifier
The Build modifier causes the faces of the mesh object to appear one after the other over time.
By default, faces appear in the order in which they are stored in memory (by default, the order of creation). The face/vertex order can be altered in Edit Mode by selecting Sort Mesh Elements from the Search Menu (Spacebar)

Decimate Modifier
The Decimate modifier allows you to reduce the vertex/face count of a mesh with minimal shape changes
Edge Split Modifier
The Edge Split modifier splits edges within a mesh. The edges to split can be determined from the edge angle (i.e. angle between faces forming this edge), and/or edges marked as sharp.
Mask Modifier
The Mask modifier allows vertices of an object to be hidden dynamically based on vertex groups.
Mirror Modifier
The Mirror modifier mirrors a mesh along its local X, Y and/or Z axes, across the object’s center (the mirror plane is then defined by the two other axes).
Multiresolution Modifier
The Multiresolution modifier (often shortened to Multires) gives you the ability to subdivide a mesh similarly to the Subsurf Modifier, but also allows you to edit the new subdivision levels in sculpt mode.
Remesh Modifier
The Remesh modifier is a tool for generating new mesh topology. The output follows the surface curvature of the input, but its topology contains only quads.
Screw Modifier
The Screw modifier is similar to the Screw tool in the Tool Shelf in that it takes a profile object, a Mesh or a Curve, to create a helix-like shape.
Skin Modifier
The Skin modifier uses vertices and edges to create a skinned surface, using a per-vertex radius to better define the shape. The output is mostly quads, although some triangles will appear around intersections.
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Solidify Modifier
The Solidify modifier takes the surface of any mesh and adds depth to it.
Subdivision Surface Modifier
Subdivision Surface (Subsurf in short) is a method of subdividing the faces of a mesh to give a smooth appearance, to enable modeling of complex smooth surfaces with simple, low-vertex meshes. This allows high resolution mesh modeling without the need to save and maintain huge amounts of data and gives a smooth organic look to the object.
Triangulate Modifier
The Triangulate modifier converts all faces in a mesh (whether it be quads or N-gons) to triangular faces. This modifier does the exact same function as the triangulate function (Ctrl-T) in Edit Mode.
Wireframe Modifier
The Wireframe modifier transforms a mesh into a wireframe by iterating over its faces, collecting all edges and turning those edges into 4 sided polygons. Be aware of the fact that your mesh needs to have faces to be wireframed. You can define the thickness, the material and several other parameters of the generated wireframe dynamically via the given modifier options.
Blender modeling 2c
Armature Modifier
The Armature modifier is used for building skeletal systems for animating the poses of characters and anything else which needs to be posed.
By adding an armature system to an object, that object can be deformed accurately so that geometry doesn’t have to be animated by hand.

Cast Modifier
This modifier shifts the shape of a mesh, curve, surface or lattice to any of a few pre-defined shapes (sphere, cylinder, cuboid).
It is equivalent to the To Sphere tool in Edit Mode (Mesh ‣ Transform ‣ To Sphere or Alt-Shift-S) and what other programs call “Spherify” or “Spherize”, but, as written above, it is not limited to casting to a sphere.

Corrective Smooth
This modifier is used to reduce highly distorted areas of a mesh by smoothing the deformations.
This is typically useful after an armature modifier, where distortion around joints may be hard to avoid, even with careful weight painting.

Curve Modifier
The Curve Modifier provides a simple but efficient method of deforming a mesh along a curve object.
The Curve Modifier works on a (global) dominant axis, X, Y, or Z. This means that when you move your mesh in the dominant direction (by default, the X-axis), the mesh will traverse along the curve. Moving the mesh perpendicularly to this axis, the object will move closer or further away from the curve.

Displace Modifier
The Displace modifier displaces vertices in a mesh based on the intensity of a texture. Either procedural or image textures can be used. The displacement can be along a particular local axis, along the vertex normal, or the separate RGB components of the texture can be used to displace vertices in the local X, Y and Z directions simultaneously
Hook Modifier
The Hook modifier is used to deform a Mesh, Curve a Lattice using another object (usually an Empty or a Bone but it can be any object).
As the hook moves, it pulls vertices from the mesh with it.

Laplacian Smooth Modifier
The Laplacian Smooth modifier allows you to reduce noise on a mesh’s surface with minimal changes to its shape.
It can also exaggerate the shape using a negative Factor.

Laplacian Deform Modifier
The Laplacian Deform modifier allows you to pose a mesh while preserving geometric details of the surface.
The user defines a set of ‘anchor’ vertices, and then moves some of them around. The modifier keeps the rest of the anchor vertices in fixed positions, and calculates the best possible locations of all the remaining vertices to preserve the original geometric details.

Lattice Modifier
The Lattice modifier deforms the base object according to the shape of a Lattice object.
Mesh Deform Modifier
The Mesh Deform modifier allows an arbitrary mesh (of any closed shape) to act as a deformation cage around another mesh.
Shrinkwrap Modifier
The Shrinkwrap modifier allows an object to “shrink” to the surface of another object. It moves each vertex of the object being modified to the closest position on the surface of the given mesh (using one of the three methods available). Useful for clothes
Simple Deform Modifier
The Simple Deform modifier allows easy application of a simple deformation to an object (meshes, lattices, curves, surfaces and texts are supported).
Using another object, it’s possible to define the axis and origin of the deformation, allowing application of very different effects.

Smooth Modifier
This modifier smooths a mesh by flattening the angles between adjacent faces in it, just like Specials ‣ Smooth in Edit Mode. It smooths without subdividing the mesh - the number of vertices remains the same.
Warp Modifier
This deformation modifier can be used to warp parts of a mesh to a new location in a very flexible way by using 2 objects to select the “from” and “to” regions, with options for using a curve falloff, texture and vertex group.
Wave Modifier
The Wave modifier adds a ripple-like motion to an object’s geometry.
Explode Modifier
The Explode Modifier is used to alter the mesh geometry by moving/rotating its faces in a way that roughly tracks particles emitted by that object, making it look as if the mesh is being exploded (broken apart and pushed outward).
Ocean Simulation
Blender’s ocean simulation tools take the form of a modifier, to simulate and generate a deforming ocean surface, and associated texture, used to render the simulation data.
Particle Instance Modifier
When a ParticleInstance modifier is added to an object, that object will be used as a particle shape on an object which has a particle system associated with it. This means that to use this modifier you must also have another object which has a particle system on it, otherwise the ParticleInstance modifier will appear to do nothing.
Particle system
The Emitter system works just like its name says: it emits/produces particles for a certain amount of time. In such a system, particles are emitted from the selected object from the Start frame to the End frame and have a certain lifespan. These particles are rendered default as Halos, but you may also render these kind of particles as objects (depending on the particle system’s render settings, see Visualization).

Smoke
Smoke simulation is used to simulate the fluid movement of air and generate animated voxel textures representing the density, heat, and velocity of other fluids or suspended particles (i.e. smoke) which can be used for rendering.
Soft body
A Soft Body in general, is a simulation of a soft or rigid deformable object. In Blender, this system is best for simple cloth objects and closed meshes. There is dedicated Cloth Simulation physics that use a different solver, and is better for cloth.
Cloth
Cloth simulation is one of the hardest aspects of CG, because it is a deceptively simple real-world item that is taken for granted, yet actually has very complex internal and environmental interactions. After years of development, Blender has a very robust cloth simulator that is used to make clothing, flags, banners, and so on. Cloth interacts with and is affected by other moving objects, the wind and other forces, as well as a general aerodynamic model, all of which is under your control.
Collision
Particles, Soft Bodies and Cloth objects may collide with mesh objects. Boids try to avoid Collision objects.

  • The objects need to share at least one common layer to have effect.
  • You may limit the effect on particles to a group of objects (in the Field Weights panel).
  • Deflection for softbody objects is difficult, they often penetrate the colliding objects.
  • Hair particles ignore deflecting objects (but you can animate them as softbodies which take deflection into account).

Dynanic paint
The first panel of canvas contains the list of Dynamic Paint surfaces. These surfaces are basically layers of paint, that work independently from each other. You can define individual settings for them and bake them separately.
Blender modeling 3
Make the pieces of your model
Select all pieces of model in object mode and press ctrl j to join so it become one sole object

To rig a model of one piece, first you add a bone, put it in the center with Shift S>cursor at center
To see the bones inside the model, click on xray in armature tab
Then you extrude it across the model with ctrl e
The front end of the bone will follow the heirarchy, the rear end of the bone will be extruded as a separated bone, it applies within the first and last heirarchy bones
You can subdivide the bones
You put each bone on its place, duplicate the bones with shift d and link the new bones with ctrl p and keep offset
The extruded bones will be stuck to the prime bone, the other bones you must parent them to the prime bone
Create bones on one side of the axis and put names like arm.l, leg.l, ear.l, eye.l
Now select all the bones of the axis duplicate them with shift d
Then go to armature>mirror>local (x,y,z) to flip them
Then press w>flip names to change the bone names
To do the final rig, select the model and armature, press ctrl p to parent it, select with automatic weights
Check the armature in pose mode, you can recalculate roll, (Armature -> Bone Roll -> Recalculate Roll), or Ctrl+N in edit mode
To make an IK rig, in pose mode select the bone you want to rig, then go to bone constraints tab, select inverse kinematics, once done, you put the armature name in target, the selected bone in pole target and in chain length put the number of other bones that will be affected by this, THIS IS OPTIONAL
The IK rig will make the other bones move in a smoother way a they follow the affected bone
To make a custom form of the bone, you make a circle, square or any shape you want and in armature tab you select that shape in the custom form selection, to see it, you click on structure checkbox
For final touches, go to weight paint mode
There you can check the weights of every rig of every bone
The weight paint is useful to add or substract the influence of the rig in the model
To rig multiple part of the objects, in the data tab make vertex groups of each part with their names
In edit mode, select the mesh of each part with ctrl l and assign it to the vertex group, the selected emsh can be parented
Make an armature on the model putting each bone on the assigned parts, name each bone as each part and the armature as the name of the model
Select all the bones, set parent to empty groups and keep offsets with ctrl p

When you are done with the model, you must export it as a SMD, you export it in scene tab, source export tool, set the output directory of the model and the game that will be exported to, what i do is to make the model a group before export it
3ds max texturing
This is the part which you add color and texture to your model
First you use Edit poly, then select the main piece of your model and assign all the other pieces of the model to that with all their faces
Then you use Unwrap UVW with all faces selected and go to the uv editor
In the uv editor you can proyect all the faces of the model to become easier to paint
In the checkerboards area will be the uv of the model, you can move it, rotate it and scale it, stitch it join it together, control it by faces, vertexes and edges
Go to mapping and select the mapping you consider is best, i take the normal mapping by each part of the model
Put every piece in a proportioned way

In UV tool you select render UVW template, there you save the uvs and make a picture of them, on the fill, sekect the base color you will use for your model
Then you must collapse the uvs everytime to unify them
In render set up you must put the production option on mental ray to bake it with ambient occlusion
Now, go to rendering menu and select render to texture
Now select Ambient occlusion, normal and alpha, 512x512, in file name and type, the name of the material and the file type, id use PNG, you must do that for each part of the model
Finally you assing your material to the model to preview it
You can merge the materials with the Material merger from WallWorm

Select any object or group of objects that have materials rendered out into the same UVW space. For example, if you have a group of buildings that each have their own materials but are sharing the same instanced Unwrap UVW modifier, they can be used for this tool.

*While all objects are selected, Render to Texture all of the materials.

Open Wall Worm Material Merge (either through Wall Worm or via the MAXScript > Run Script and choosing wallworm_material_merge.ms).

Click Create Composite From Selection. This will create a Material where all your materials have been reduced into one material where all the maps are now layers in a Composite map.

Choose a Base Name for your output bitmaps. A good idea would be something that related to the model or collection of models.

Choose the output path for the bitmaps.

Select the appropriate bitmap file type. The default is TGA.

Choose the output bitmap filesize. The default is 1024.

Select the appropriate UVW Channel.

Click Flatten Maps. Now there will be bitmaps in the target output directory. NOTE: this will overwrite bitmaps you already made for any previous materials that used the same base name and output directory!

* Select the originally selected objects and click Assign Flattened to give the objects the new flattened material.

The model will have the same UV even you duplicate or mirror it, unless you make a new uv wrap of it

To make transparent materials, you must make separated materials and meshes, if you want to have the transparent material in a model of 2 or more textures, you must detach the meshes from the model and assign the transparent material

To assign the texture to the model, use the material editor slate mode, there load the textures and drag them to the model, also write the material name, after doing that, skip to the Photohop texturing for details on the texture
Blender texturing
With the preset settings done previously, you can paint the model directly within the program, and i prefer to do it this way because is faster and more direct

First you split the screen and open the UV slot
Then in materials tab, erase all the other materials and make one with the exact name of the model, it has to be the name of the model or the material will be missing
In the texture tab make a texture named AO for Ambient occlusion, the textures must be 512x512
Now in edit mode, select all the faces of the model and unwrap them in UVs, Id use the smart uv unwrapping, in the UV mode you can manipulate the UV like in 3ds max, you can scale, rotate and move by face, vertex and edge
In render tab, you put in Bake so it bake the model in shaded shadows, then pack it as a PNG and save it in the folder, you must associate the texture with the uvs
Then make another texture for color, you must set the textures into uvmap
In texture paint mode, you can select the color and save the templates to use later, control the intensity of it and the kind of brush you want to use, you can also use the uv mode to paint your model, use s key to use eyedrop tool and select color, and save the colors in the pallete
Then you go to the fill brush, set in gradient, change stroke with line and apply the gradient on the model
You can also paint in the uv with paint mode

You can also save the uvs of the model saved as a PNG
Photoshop texturing
Photoshop will serve to add details to the textures, like dents, veins, stains, logos, real life pictures, shadows, normals and most importantly merge all the textures previously done

First you make a new image of 512x512, there you put the colored texture, on top of those you put the gradient and AO, the gradient and AO, must be set in multiply to merge with the colored texture
You can use the uv picture as a reference of the texture
Then you go to layers, make a new layer named alpha, in the alpha layer will be an opacity mask which will set the shiny parts, you will erase the parts you want not to be shiny, black is reflective, white is non reflective
For transparent materials, black is transparent and white is opaque

You will also make a normal texture, it will give depth to the model where it doesnt have
Gimp texturing
First you install it from the link above

Basically work like Photoshop, you open your file
It also uses layer like in photoshop
There are tools for scaling, painting, erasing, magic selection and other utilities in the left side of the console
And you can control the opacity, paint brush, size, angle, color and other features of the images in the bottom left console, you control the layers and alpha on the right console
You can zoom in or zoom out the image with mouse wheel

When you save your file it will be save as an scf, which is a gimp file
But you can aswell change to the format you want
Creating texture and material file
In VTF is where you make your texture and material files for valve, you save those in the material folder of the source program you will upload your model

First you open VTF
Then you open the texture of your model, but before open it, click on the normal map checkbox
Save it as a normal and name it "model" in the materials folder you assigned for SFM or the game you set it to
Open again the texture and this time uncheck the normal map box and save it as "model"normal
Now open the alpha channel texture and save it as "model"alpha
Then in the tools menu click on create VMT, there you must put the VTFs that you will asign to the material commands of the model
Put the model texture in base texture 1 and 2 if you have a second one
Put the normal texture in bump and normal texture
Environmental mask is for alpha channel but the black and white luminosity are inverted, white is for shiny parts and black is for opaque

In Options, the model will be preset to LightMappedGeneric, change it to VertexLitGeneric or else your model wont appear in-game, put the surfice materials 1 and 2 of your models that are made of and other options you want in the checkboxes
Save the VMT in the folder with the VTFs, the main materials and textures must have to have the same name as the model, model material and folders or will have an error
Making compile code
The compile code is the one that will make your model be in-game of SFM, it will be written in Notepad++
Save a default code for staticprops and rigged models, the rigged models are the ones that has bones and will move in sfm, the staticprops are models that dont move at all

Staticprops
$modelname "yourmodel\yourmodel.mdl"
$scale 1.00
$staticprop
$model "yourmodel" "yourmodel.smd"
$cdmaterials "models\yourmodel"
$mostlyopaque
$surfaceprop "vtfmaterial"
$contents "vtfsecondarymaterial"
$bodygroup "body"
{
studio "yourmodel.smd"
}
$sequence "yourmodel" "yourmodel.smd" loop fps 30.00

$texturegroup skinfamilies
{
{ "yourmodel" }
{ "yourmodelblu" }
}

For rigged models is the same code but delete the $staticprop command

$modelname "yourmodel\yourmodel.mdl"
$scale 1.00
$model "yourmodel" "yourmodel.smd"
$cdmaterials "models\yourmodel"
$mostlyopaque
$surfaceprop "vtfmaterial"
$contents "vtfsecondarymaterial"
$bodygroup "body"
{
studio "yourmodel.smd"
}
$sequence "yourmodel" "yourmodel.smd" loop fps 30.00

$texturegroup skinfamilies
{
{ "yourmodel" }
{ "yourmodelblu" }
}

Once you have the code, click on replace with, there chage all that says yourmodel with the name of your model
Then put the VTF materials used
Write all the textures used for the model in $texturegroups skinfamilies
For jigglebones, you write
$jigglebone <bone name> {
<property group> {
<property> <value> [<value>]

}
}
Where <name> is the name of the joint tip.
There are currently three types of "property groups":
is_rigid
is_flexible
has_base_spring
Each group is optional, but is_rigid and is_flexible cannot be used together.

Springs are simulated by specifying stiffness and damping values. Stiffness determines how stiff the spring is. A low value such as 10 is very loose and weak, whereas a value of 500 is very stiff and springy. Legal values range from 1 to 1000.
Damping is a kind of spring friction or resistance. A value of zero means the spring will oscillate forever. A damping of 10 causes the spring to stop vibrating almost immediately. Legal values range from 0 to 10.
is_flexible

If a Jiggle Bone is "flexible", a simulated mass is placed at the end of the bone, and the bone acts like a springy, flexible rod. This spring creates rotational motion only, with the center of rotation at the base of the Jiggle Bone.
yaw_stiffness
How stiff the spring is in the local z rotational axis.
yaw_damping
resistance of the local yaw rotational axis.
pitch_stiffness
How stiff the spring is in the local y rotational axis.
pitch_damping
resistance of the local pitch rotational axis.
along_stiffness
How stiff the spring is along the axis of the spring. This is only used if "allow_length_flex" is specified for this bone.
along_damping
Damping along the axis of the spring. This is only used if "allow_length_flex" is specified for this bone
allow_length_flex
Normally, jiggle bones keep their length rigid. Specifying this allows that length to flex as well.
length
How far the "tip" mass is from the base in inches. Short lengths result in dramatic jiggling. Longer lengths result in more subtle motions.
tip_mass
How much the tip is affected by gravity. Zero disables gravity effects, whereas 1000 would be a heavy mass.
is_rigid

If a Jiggle Bone is "rigid", a simulated mass is placed at the end of the bone, and the bone acts like a rigid stick. This spring creates rotational motion only, with the center of rotation at the base of the Jiggle Bone.
length
How far the "tip" mass is from the base in inches. Short lengths result in dramatic jiggling. Longer lengths result in more subtle motions.
tip_mass
How much the tip is affected by gravity. Zero disables gravity effects, whereas 1000 would be a heavy mass.
Angular constraints

The following parameters can be used within either is_rigid (rigid) or is_flexible (flexible) parameter groups. Note that none or all of these constraints can be used, and that each constraint incurs nontrivial computations.
angle_constraint
Specify the maximum angular deflection allowed, creating a conical boundary the jiggle bone cannot penetrate.
yaw_constraint (min max)
Specify the minimum and maximum angular deflection allowed along the local yaw rotational axis. Angular values should not exceed +/- 90 degrees.
yaw_friction
Nonzero values create frictional forces when the jiggle bone is sliding against the plane defined by the yaw limit. Friction should not exceed 20 units.
pitch_constraint
Specify the minimum and maximum angular deflection allowed along the local pitch rotational axis. Angular values should not exceed +/- 90 degrees.
pitch_friction
Nonzero values create frictional forces when the jiggle bone is sliding against the plane defined by the pitch limit. Friction should not exceed 20 units.
has_base_spring

If a Jiggle Bone has a "base spring", a simulated mass is placed on the base of the bone. This spring creates translational motion only, moving the whole Jiggle Bone in X, Y, and Z.
stiffness
How stiff the base spring is.
damping
The damping of the base spring.
left_constraint
The maximum amount the bone is allowed to move along the local X axis.
left_friction
The amount of friction applied in the up/forward plane when the spring is rubbing against the left constraint.
up_constraint
The maximum amount the bone is allowed to move along the local Y axis.
up_friction
The amount of friction applied in the left/forward plane when the spring is rubbing against the up constraint.
forward_constraint
The maximum amount the bone is allowed to move along the local Z axis.
forward_friction
The amount of friction applied in the left/up plane when the spring is rubbing against the forward constraint.

After you are done, save it as a qc file
Compile and model check
You can use crowbar
.PNG]Or in blender there is a compiler with-in the source blender tools
Both will need the gameinfo.txt of the game you will compile it to
Then check your model in HLMV, is with-in the source blender tools
You open your MDL model file
Check if is compiled the way you planned
Check for the animations, materials, assets and other stuff

If is in checkerboards texture, check the materials info to see what went wrong
If the model is missing, make sure is compiled as VertexLitGeneric
If you want to change something from your model, do the change with the previous steps, recompile it and update the model viewer with F5
For rigged models, check its hitboxes, those are the dimentional space in which the bones are set, if doesnt have, click on generate hitboxes
https://developer.valvesoftware.com/wiki/HLMV_create_hitboxes
Gmad
Gmad will be useful if you want to get models, maps and stuff that arent in the SFM workshop
First you need to install the program and put it in your desktop models file
When you open it, you will get a window like this
Then you go to the Garrysmod/garrysmod/addons folder to select the file you want to extract
Once you have them selected, create a path where you want the files to be exported
When you select it, the file will be instantly sent to the file
Gmod
Garry's mod is a sandbox game which you can experiment with the space and make alot of gizmos, poses, screenshots and regular gaming, i would use it to make promo shots of my items and to extract models i need from the workshop

First you will get to the startup menu where you can load a map to get started with the game
Once loaded, you will interact with the world there
The defaults are as follows:
W, A, S and D keys - Move around
Moving the mouse - look around/aim (When you press W, you move in the direction you're looking)
Left mouse button - Fire weapon/tool
Right mouse button - Varies, depending on what weapon/tool you're holding
R key - Reload weapon/varied actions, depending on what tool the Tool Gun is set to
Q key - Open the Spawn Menu. Menu closes when Q key is released! F1 toggles the menu
V key - Toggles "No-Clip". Lets you fly around the level
Left shift key - Sprint (Move faster)/increase flying speed when "No-Clip" is on
Left control (Ctrl) - Crouch (Move slower)/decrease flying speed when "No-Clip" is on
F key - Flashlight (Lights the area in front of you, but can slow down the game when on, due to it's dynamic lighting feature)

You will also get the weapons from Half Life, but the main tools you will use are the camera, the physics gun "Physgun" and the tool gun. The camera tool takes screenshots of your scene
The physgun is primaraly a zero point energy gun that levitate stuff on the scene, left click is too levitate them, right click is to freeze and unfreeze them in space, left click+E is to rotate the object, with mousewheel you can zoom in and out the object
The tool gun make effects on the objects you shoot at, the tools that you can use in gmod are the following
Balloons: Make balloons that are attached to the object you shoot
Button: Creates a button that activates and deactivates the object you set on
Light: Spawns a lightbulb
Axis: Makes an axis constrain
Ball Socket: Makes an ball socket constrain which makes an object move to what is attached to
Elastic: Makes a rubber band like rope
Hydraulic: Makes an hydraulic controller
Keep Upright: If you want a prop to be free to move but not to fall over then select this tool for the tool gun and shoot the prop
Motor: Makes spin the object you shoot
Muscle: Ties a spring like rope
Emitter: Creates a particle system emitter
Nail: Welds 2 objects with a nail
69Pulley: Makes a pulley control
Rope: Ties a rope to the object you shoot
Slider: Ties a rope to a surfice and the object you shoot and can only slide in the axis of the ropes
69Weld: Links many objects in a group
69Easy Weld: it allows you to edit where the object will weld to the other, instead of just welding in the position that the object is in
69Winch: Ties a rope which you can control the length with numpad
Duplicator: Copy and pastes an object
69Dynamite: Spawns dynamite
Hover-Ball: Makes a hoverball
Ignite: Set things on fire
69Lamps: Spawns a flashlight
69Magnetise: Turns a prop into a magnet with ability to cling to other props
69Color: Changes the color tone of object and make them transparent or invisible
69SS Screentext: Makes a big text appear
-----Fading door: Makes an object disappear by control
-----Stacker: Makes stacked piles of the selected object
-----No Collide: Makes objects intangible, so they can pass through each one
69Physical Propositions: Changes the physical laws of the object
Remover: Erases objects
Thruster: Adds rocket thrusters
Wheel: Adds wheels to the object
69Material changer: Changes material of object
Keypad: Adds a keypad to put a password on doors
------Eye Poser: Controls the position of the eyes
69Face Poser: Controls the position on the face
69Stand pose: Make ragdolls stand up
----Inflator: Inflate or deflate portions of a ragdoll.
69Finger pose: Controls the position on the fingers
69Statue: Makes a ragdoll stay still
Trails: Make an entity emit trails when it is moved
69RT Camera: Places the render target camera. This is a server-wide camera everyone can see
69Paint: Places a texture on surfice
Bodygroup Changer: allows its user to change the subgroups of a model's bodygroups, along with the skingroups.
Bonemerge Tool: It merges a cosmetic item to the ragdoll
Catmull-Rom Cinematic Cameras: Camera that follows a path
CinemaHelper: Is a controller for movie making
Smart Snap: This is a client-side tool for building contraptions with extreme precision, aligning objects for either aesthetic or functional perfection. To accomplish this task a grid is projected onto the object you are pointing at and by pressing the use-button your weapon will lock onto that point and allow you to place objects with pin-point accuracy
No Collide World: This is a multifunctional no collide tool.
Features
- Can undo no collide.
- No collide with world.
- No collide constraint interactions.
- No collide with entities nearby.

Particle Attacher: Allows you to attach particles to entities.
Henry Animation Tool: Is key frame animation tool
Easy animation: Loads a premade animation of the ragdoll you select
You can also upload items to the workshop to use later
Sketchfab
Sketchfab is a website where you can upload and show your 3d models in a web browser, in steam to give a preview of your model
First step is signing up, you can put on your data or link it with another personal account
Second step, follow other artists to get an idea of what they are creating
Next step, personalize your account, it can also be from a personal account
Pre final step is to upload your model to your account and will be projected in the 3d view, it can be a 3d model format or zip file
Final step, publish your model copy pasting the share link like this
SFM
Basics
Recording
Editing
Sound
Manipulating
Time selection
Graph editor
Puppeteering
Locks
Lypsync
Rigging
Light
Particle systems

To delete a recorded scene, double click on the clip and delete the takes you dont want, that will delete all the recorded element of the scene
To make a death animation, you must record a player and in the console write kill, then the player will die, the same process for gibbing, write the word explode
To destroy a sentry, have an engineer build a sentry, then put the engineer somewhere offscreen and demolish the sentry in the time you need
You can add elements from the workshop and they will be instantly installed once you subscribe to them
Item presentation
With Everything you learned from SFM, now you would make a preview picture of your item

First, select a map that fits more to the essence of your item and add elements that give it more importance
Once you have made your scene, you should use the current camera as an usable item, as a usable item you can only manipulate it in edit mode
Set the lights, raise the curtains, experiment with the camera for better effects and set the focus length of the scene to make the picture focus on your item, you should set the blur of the unfocused background
Save your scene and export it as a poster, set the item picture to 512x512 and the others with proportioned dimensions
Back in photoshop add a frame around the picture and effects, or add the frame of an event update
Source import
For TF2, the weapons must be least from 6500 polygons and imported in a zip file, for cosmetics the model must be rigged to the character and be less than 1400, 1000 and 700 polygons if you use the import tool
You will use your textures prevously made
You will also need the backpack icon, to use it you will make a targa image for the icon, it must be black and you shall put a white square in the center so you have something to show in the image
Open HLMV and open your model, then put the background in black, then copy and paste the image into the targa file
Make an alpha channel, then select the surroundings of the item, hide the alpha and put RGB channel, then paint the item white
Make sure the icon stays in a space of 512x328px, but still in a image of 512x512px
Taunts
To make taunts, you must follow this rules of animation
Based on these concepts, use it on the taunt you think can fit to the characters you want to animate

For example, see the choreography from Michael Jackson's Smooth Criminal
The dance is appiled to Spy, you can use the motion editor to edit each change of motion and add bookmark keys to save each pose. For more flawless motion, you must first add a rig to the character to make it like a puppet selecting the simple rig, you can also detach the rig if you want to use the sequences or edit further features
Checking every aspect of Michael's body and make sure they have the same exact timing with spy

Procedural presets adjust the values of specific controls along a scale of 0 to 1.
Default: Sets the value to its default, neutral position, usually 0 or 0.5. When you apply Default to an entire model, the model will revert to its reference pose, which is the neutral pose a 3D modeler creates it in.
Zero: Sets the value to 0.0.
Half: Sets the value to 0.5.
One: Sets the value to 1.0.
The following presets modify controls relative to values at specific points on the timeline.
Playhead: Brings values towards the values at the playhead's current position in time. This preset is one way to remove animation curves or hold an object still.
In: Sets the value to the value at the beginning of the time selection.
Out: Sets the value to the value at the end of the time selection.

The following presets blend clipboard or floating modification layer data with existing motion data.
Paste: Pastes the values that were copied to the clipboard relative to the start of the time selection.
Drop: Incrementally reduces the modifications in the floating modification layer. This preset allows you to partially remove the floating modification layer. When you start dragging, it shows the state of animation in the modification layer. The more you drag, the more you see the state of the timeline before you made the modifications. Dragging it the whole way removes the changes completely, the same way pressing Esc does.
The following presets apply filters to motion data.
Jitter: Applies random noise to an animation curve.
Smooth: Flattens out peaks and valleys in an animation curve.
The following advanced presets affect the timing of motion data without affecting the motion path.
Stagger: Retimes multiple movement controls by random amounts, scaled by the falloff size. This is useful for quickly making motions happen at different times to avoid unnaturally synchronized movements.
Hold: Pulls the frames in the time selection's falloffs towards the hold, or peak, of the time selection, creating a slow-in, slow-out motion. This is useful for creating pauses in motion.
Release: Pushes the frames in the time selection's falloff away from the hold, or peak, of the time selection, creating a fast-in, fast-out motion. This is useful for creating accelerating motion.
Creates a sharp-out, which sharply blends the value from one data point to the next data point as a curve instead of a straight line. (opposite to hold)

Steady: Spreads the frames in the entire time selection evenly, creating motion with a constant speed. The entire duration of the time selection is used, regardless of falloff or curve types. This is useful for creating motion with constant speed along complex motion paths.
The following advanced presets apply various filters to motion data.
Ramp: Creates a linear transition from the time selection's in-point to its out-point.
Spline: Fits a B-spline curve to the values at bookmarked points on the timeline that overlap with the time selection.
Round: Takes samples at the edges of the time selection hold and falloffs and uses them to round out the motion data.
You must always apply keys on the timeline everytime you want to do a different move of the body, if you dont, the graph curves will follow up the different trayectory and make the taunt move wrong, you must apply it to every limb and body part your going to use and mostly the whole character by selecting the whole model.
You can use the graph editor for trajectory motion based on frames. Use shift in graph editor to edit the bookmarks in time (selecting keys) and space (mousewheel) selecting rotation, position and root

Use custom models if you want to add details to a taunt or if are necessary for the taunt, like this
Conclusion
If you liked the guide, please feel free to rate and comment about it, if it was useful, you can add some credit of the guide to your workshop items


You can also donate[www.paypal.com]

Or pay with steam wallet, keys, items, hats, etc....

And I thank you for taking to time to read the guide
Map making (WIP)
Blender extra WIP
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3ds max extra WIP
nb bvvnknbvhjbv
Maya WIP
Motionbuilder WIP
After effects WIP
Toon boom WIP
Adobe flash WIP
C++ WIP
C WIP
HTML WIP
Phython WIP
Java WIP
XNA WIP
Unity WIP
FL studio WIP
Virtual DJ WIP
Autotune WIP
Guitar pro WIP
5 Comments
vegetate 21 Mar, 2020 @ 9:54pm 
... this is very informing but hard to swallow. is there like a modeling discord maybe you could point me towards? also i do understand its a bootcamp. Great job! :)
xB33 23 Jan, 2017 @ 3:31pm 
Split it up into multiple guides,its way too long.
vaultshadow  [author] 31 Oct, 2016 @ 10:36pm 
you are right
me 31 Oct, 2016 @ 9:21pm 
So. I just read pretty much all of it, and I think ludemberg missed the point a bit. I personally believe (I might be wrong idk) that this is meant to be more of a reference module for people that are currently learning any of these topics. It's put into the SFM category because that's where the creator believed it would be most useful, but doesn't just concern SFM. Why spread your knowledge across so many platforms and sections when it can all be put into one all encompassing guide. Either way, enlightening guide and I hope to see continued work on this reference module! :)
Ludumberg 22 Oct, 2016 @ 9:53am 
Erm... I don't know what to say. It's good that you put so much effort in it, But the amount of info is overwhelming. And some pieces of info isn't even necessary. This guide is created for TF2, right? (btw why is this in the SFM category?) So there is really no need for these WIP stuff like Java or FL Studio or gmod. Again, not complaining about the effort or the style. It's just too much for someone who's new to this. Try to short things up or even make different guides for different topics.