原文
本帖最后由 a243004058 于 2011-5-17 00:48 编辑How to Model New 3D Units Modding Resource Header Title: How to Model New 3D UnitsPosted by: hoggyModding area: Units (appearance)
Required programmes: 3DS Max 5 or above, Vercingetorix's CAS extractor, Vercingetorix's X-Pak, an image editor capable of editing .DDS files (such as Photoshop or Paintshop Pro), Notepad (or other text editor)
Related links: xpak Tutorial, Head Swapping tutorial, 3DSMax and tool tutorialsSummary: Models are the physical shape of the soldiers (as opposed to the textures - also known as skins - which provide the colours). If the model is a chassis, then the skin is the paint-job. This is an introduction to making models. It requires some knowledge of modding the game and modelling. Like all modelling in Rome it requires 3ds max.
I’ve been asked for a guide to unit modelling in the thread on Blue Lotus. Although I can’t provide a tutorial on using max (it would be way too big) I’ll lay out the basic process I’ve used so far for creating units in case that helps.
1. Import an existing .CAS model preferably the highest poly version (ending in _400 or _highest) from Data\models_unit. (make sure you have Vercingetorix’s latest exporter). I find that working from an existing model gives you a good base which acts as a guideline for the skeleton shape, polycount etc. Save this scene as something else and remember to backup regularly.
2. Choose the rainbow shaped icon from the tabs at the top of the right hand panel then right click on the skin layer in the stack and hit ‘collapse all’ (see image below). This basically removes all vertex weighting from the model.
http://totalwar.org/images/Guides/AATutorial02.jpg
3. Select all the vertices in the model and hit ‘weld selected’ in the options on the right making sure the value is set to 0.00001 (approximately http://forums.totalwar.org/vb/images/smilies/misc/smile.gif ) This makes the model into one continuous element rather that many different ones.
4. Now you are ready to edit the model as much as you require (remembering for the moment we are restricted to certain skeletons and animations). For the moment just concentrate on modelling not textures. Tips: make sure you keep your modelling clean ie no loose vertices or multiple vertices sitting on top of each other. Make sure when you mirror sections to check the polys are not inverted. Make sure you look at the way the original model is created – there is only one vertex weight per bone so that creates limitations ie. Enough polys around bone joints are required and where the legs join in the center there needs to be a clear poly for movement between the vertices.
5. Texturing. Most texturing will be done by applying a uv map by projection through one axis. Only one material/texture should be used on the model. Plan out what texturing you think you will need and how many different projections ie. You might need one for the face, one for the torso etc (the RTW textures again act as a good guide for layout). Because RTW requires each vertex to only have one set of uvs I use this method to apply textures: Select the polys on the model you wish to texture. From the options on the right click on ‘Detach’ and then tick on ‘detach to element’. Then UV map and adjust uvs to taste. Collapse the stack after every application.
http://totalwar.org/images/Guides/AATutorial03.jpg
6. When you have finished texturing each set of polys with their own uvs should be selectable in ‘element’ mode
7. Give the model a last check over, collapse the stack, check your weapons and other items are correctly linked and that the model lines up correctly with the joints of the skeleton etc.
8. Skinning. RTW has a one vertex per joint policy, which although a pain, makes skinning a doddle (note skinning is weighting the vertices to bones and has no connection with skinning in the modding sense) Select your model. In the drop down modifier list on the right go to ‘skin’. Click on the plus sign next to skin in the stack to show the envelope stack. Highlight this. In the right hand option panel click on the button ‘add’ above the empty white box. Select all the bones prefixed by ‘bone_’ (nothing else) these will then be skinned to you model and appear in the empty white box. Under the Edit Envelopes on the right tick ‘vertices’ and highlight bone_abs in the white box. Select all the vertices on your model (being careful not to touch the coloured envelopes) Below the white box with your bones in ‘Weight Properties’ tick ‘rigid’ and make the ‘Abs. Effect, 1.0. You have now weighted all the vertices in your model to the abdominal bone. Normally at this time it’s worth doing a test export and checking your model in game. It’ll be as stiff as a board but you should be able to tell if your texturing is correct. Then select one bone at a time in the white box, select the vertices you want associated with that bone and give them an Abs. Effect of 1.0 . when you’ve finished select bone_abs again to check you’ve not missed any vertices. Export again for a final test. (See image below for explanation of terms above)
http://totalwar.org/images/Guides/AATutorial04.jpg
I’ve probably missed a lot of stuff there and it may be that I do things differently from other people but I hope it might prove helpful. http://forums.totalwar.org/vb/images/smilies/misc/ht_bow.gif
原文http://forums.totalwar.org/vb/showthread.php?39733-How-to-Model-New-3D-Units
如何建模新3D单位
造型区:单位(外观)
要求节目:3DS Max(& l)5以上,Vercingetorix的CAS撷取器”,Vercingetorix的X-Pak,一个图像编辑器编辑.DDS能力的文件(如图像处理软体或电脑软体箴),记事本(或其他的文本编辑器)
相关链接:xpak交换教程教程中,头和工具,3DSMax辅导
总结:物理形状模型的士兵(相对于纹理-也称为皮-提供颜色)。如果模型是一种底盘上,然后皮肤是paint-job。这是一个介绍制作模型。它需要一些知识的造型游戏和建模。像所有的造型在罗马,需要3ds max。
我被指派为一个向导单元在螺纹上造型蓝莲花。虽然我不能提供一个演示了使用到最大(这是太大)我就会把我的基本过程中使用了迄今为止为创造单位万一这有帮助。
1。.CAS进口现有模型版本(最好是最高的多边形或_highest结束在_400从数据\ models_unit)。(确保你有Vercingetorix最新的出口商)。我发现工作从现存模型给你一个好基地作为那些骨骼形状的指导方针,多边形数等。拯救这个场景些别的东西,记得要备份规律。
2。彩虹的形状选择图标标签在顶部的右边面板然后右击皮肤层在堆栈中的,击中的形象倒塌全部”(请看下面)。这主要去除所有顶点权重从模型。
3。选择所有的顶点,在模型和打击的焊缝选择的选项右边的确保值设置到0.00001(大约),这使得模型转化为连续的元素,而不是许多不同的选择。
4。现在你已经准备好去编辑模型你们所需要的数量(记住我们暂时限制在骨骼和动画)。现在只需要把精力集中在造型不贴图。提示:一定要保持你的造型清洁ie不牢固的顶点或多个顶点坐在上面的对方。确保在你镜子路段检查多边形不是反转。确保你从这个角度看,原模型创建只有一个顶点重、单株局限性骨,以便创造ie。足够的多边形关节周围骨腿是必需的,并且在加入该中心应该有一个清晰的多边形顶点为运动之间。
5。肌理。大多数贴图会做一个uv图,运用投影通过一个轴。只有一个材料/质地应使用的模型。计划一下贴图,你认为你会需要多少不同的预测ie。你可能需要一件面部,一个是为躯干等(RTW纹理再次作为一个很好的指南为布局)。因为环球套票需要每个顶点到只有一uvs我使用这种方法适用:选择多边形纹理模型上的你希望纹理。从期权在右边点击'分离的问题,然后对元件的方格内加上“9”号上的分离。然后UV贴图和调整uvs去品尝。每一个程序崩溃后的栈。
6。当你已经完成了每一组的多边形贴图应该用自己的uvs间或在’元素的模式
7。把模型检查一遍,最后崩溃堆栈,检查你的武器和其他物品是正确的联系,表明该模型能正确地排列起来的骨骼和关节等。
8。剥皮。有一个顶点RTW里每联合的政策,这虽然痛苦,使皮肤并不容易(注剥皮是加权顶点到骨头和没有联系的造型与剥皮感觉)选择你的模型。修改人在掉下来清单上的权利去的皮肤”。点击加号旁边的皮肤在堆栈中的显示信封叠加。强调这一点。在右手选项面板点击按钮的“添加”上面空空的白色盒子。选择所有的骨头将以减号作为前缀的bone_ '(没有其他的蒙皮)这些就会向你模型和出现在空的白盒子。在编辑信封在右边的顶点的滴答声和突出bone_abs在白色的盒子。在你选择的所有顶点模型(非常小心,不碰这些彩色信封)低于白人的盒子里,你的骨头在'重量特性的方格内加上“9”号的刚性”,使“Abs。效果,1.0。你现在已经在你所有的顶点加权模型对腹部骨。通常在这个时候这值得做一个测试出口和检查你的模型在比赛。它会僵硬了委员会但你应该能够知道你的贴图是正确的。然后选择一骨,每次在白色的盒子,选择你想关联的顶点与那块骨头,给他们一个Abs。效果为1.0。当你完成选择bone_abs再次检查你没错过任何顶点。再为一个最后的测试出口。(看,如下图所示的术语的解释以上)
我可能已经错过了很多东西,我自己的可能会用不同的方式来做事情从其它人,但我希望它可能证明是有帮助的。
这是修改模型还是新建模型? 谢绝机器翻译。。。。。。。。。。。。。 回复 a243004058 的帖子
LZ你好,我马上要回家了,回家前想尝试翻译一下你的英文原帖。在翻译之前想征的你的同意,这也是完成我对大家的承诺。很冒昧的请问一下你的态度。打扰了是在抱歉。 已经得到LZ的允许了,不过我12号,14号,15号要考试。所以15号考完了弄。估计16号就可以发布了 mark一下,有时间来练练手试试。 How to Model New 3D Units
如何建模新的3D单位
Modding Resource Header
(这句没明白是干什么用的,跳过吧。。。)
Title: How to Model New 3D Units
标题:如何建模新的3D单位
Posted by: hoggy
作者:hoggy
Modding area: Units (appearance)
建模区域:单位外观
Required programmes: 3DS Max 5 or above, Vercingetorix's CAS extractor,
所需程序:3DS Max 5或更高版本,Vercingetorix的cas提取器,(CAS具体什么含义,请教各位一下)
Vercingetorix's X-Pak, an image editor capable of editing .DDS files
Vercingetorix的X-Pak软件(专业的东西,不懂),一款可以编辑.DDS文件的图像处理软件
(such as Photoshop or Paintshop Pro), Notepad (or other text editor)
(比如Photoshop、Paintshop Pro等),记事本(或其他文本编辑器)
Related links: xpak Tutorial, Head Swapping tutorial, 3DSMax and tool tutorials
相关链接:xpak导论、头部交换引导(不懂。。。),3DSMax以及工具引导
Summary: Models are the physical shape of the soldiers (as opposed to the textures - also known as skins - which provide the colours).If the model is a chassis,
总结:模型是士兵的物理外形(与纹理相反,也称皮肤,给出了不同颜色)。如果把模型比作底板,
then the skin is the paint-job. This is an introduction to making models. It requires some knowledge
那么皮肤就是给底板上色。本文介绍了如何制作模型。这要求一些关于
of modding the game and modelling. Like all modelling in Rome it requires 3ds max.
制作游戏Mod和建模的知识。正如罗马全战所有的建模,制作模型要求3DS Max软件。 本帖最后由 thundersl 于 2011-10-3 16:42 编辑
I’ve been asked for a guide to unit modelling in the thread on Blue Lotus.
Blue Lotus蓝莲花(论坛?)上有人要我制作一个关于单位建模的教程。
Although I can’t provide a tutorial on using max (it would be way too big)
尽管我不能提供如何使用Max软件的教程(这工作量太大了)
I’ll lay out the basic process I’ve used so far for creating units in case that helps.
如果有用的话,我将把我一直以来使用的创建单位的基本过程贴出来。
1. Import an existing .CAS model preferably the highest poly version (ending in _400 or _highest) from Data\models_unit. (make sure you have Vercingetorix’s latest exporter).
1、从Data\models_unit文件夹下导入一个已有的.CAS模型,最好是多边形最高的版本(以_400或_highest结尾)。//poly是“多”的意思,这里不知怎么翻译。
I find that working from an existing model gives you a good base which acts as a guideline for the skeleton shape, polycount etc.
我认为以一个已有模型为基础展开工作能给你一个好的基础,为骨骼外形、多边形数等提供指导。
//polycount:the number of polygons (usually triangles) that form a 3d model.(from wikipedia)
//polycount指3D模型内包含的多边形(通常是三角形)数目。
Save this scene as something else and remember to backup regularly.
把这个场景(scene不知如何翻译,暂译作场景)另存为其他文件名,记得经常备份。
2. Choose the rainbow shaped icon from the tabs at the top of the right hand panel
2、在右手面板最上面选择彩虹状图标,
then right click on the skin layer in the stack and hit ‘collapse all’ (see image below).
然后在皮肤层上右击,在弹出菜单里选择“collapse all"(如下图)
//(图片见原文)。in the stack不明白是什么意思
This basically removes all vertex weighting from the model.
这基本上去掉了模型上所有的加权顶点。//weighting不明白,暂译作加权 本帖最后由 thundersl 于 2011-10-3 17:03 编辑
3. Select all the vertices in the model and hit ‘weld selected’ in the options on the right
3、选择模型里所有的顶点,在右面选项里单击“weld selected”//weld selected:选中焊点
making sure the value is set to 0.00001 (approximately)
确认那个值被设定为大约0.00001
This makes the model into one continuous element rather that many different ones.
这样就把模型变成了一个连续元素,而非许多分离的元素。
4. Now you are ready to edit the model as much as you require
4、这时你就可以按自己的要求编辑模型了。
(remembering for the moment we are restricted to certain skeletons and animations).
记得目前我们受限于特定的骨架和动作。
For the moment just concentrate on modelling not textures. Tips: make sure you
这时只专注于模型而非纹理上。注意:
keep your modelling clean ie no loose vertices or multiple vertices sitting on top of each other.
保持你的模型干净,即自由顶点或多顶点之间不会重叠。
Make sure when you mirror sections to check the polys are not inverted.
确保当你镜面操作时,检查多边形没有被倒转。
Make sure you look at the way the original model is created –
确保你用创造原模型的方法来观察模型,
there is only one vertex weight per bone so that creates limitations
平均每个骨骼只有一个顶点权重,这样就限制了:
ie. Enough polys around bone joints are required and
比如,关节周围需要足够的多边形
where the legs join in the center there needs to be a clear poly for movement between the vertices.
腿部和躯干连接的位置需要一个清晰的多边形来实现顶点之间的移动。
thundersl 发表于 2011-10-3 17:03 static/image/common/back.gif
3. Select all the vertices in the model and hit ‘weld selected’ in the options on the right
3、选 ...
还有一半,争取哪天来继续 本帖最后由 thundersl 于 2011-11-2 17:02 编辑
5. Texturing. Most texturing will be done by applying a uv map by projection through one axis.
5、纹理。 大多数纹理工作是从一个轴投影到一张紫外图而完成的。
Only one material/texture should be used on the model. Plan out what texturing you think
一个模型上只用一种材料或纹理。计划好你需要什么纹理,以及
you will need and how many different projections ie. You might need one for the face,
多少个投影。你可能要为面部做一个投影,
one for the torso etc (the RTW textures again act as a good guide for layout).
为躯干做一个投影等等(罗马全战里的纹理是做设计的好指南。)
Because RTW requires each vertex to only have one set of uvs I use this method to apply textures:
因为罗马全战要求每个顶点只有一组紫外投影,我用如下的方法来处理纹理:
Select the polys on the model you wish to texture.
选择你模型里想要做纹理的那些多边形,
From the options on the right click on ‘Detach’ and then tick on ‘detach to element’.
在右面的选项里单击"分离(Detach)",然后选“分离到元件(detach to element)”。
Then UV map and adjust uvs to taste. Collapse the stack after every application.
然后处理紫外图,调节到合适。所有多边形都处理好以后,把堆拆分。 6. When you have finished texturing each set of polys with their own uvs should be selectable in ‘element’ mode
6、当你完成了纹理处理,每组多边形以及他们的紫外图应该可以在单元(element)模式下选中。
7. Give the model a last check over, collapse the stack, check your weapons and other items are
7、对你的模型做最后的检查。拆分堆组,检查武器以及其他物件
correctly linked and that the model lines up correctly with the joints of the skeleton etc.
是否正确地连接,以及模型上骨骼关节正确地连接对正,等等。
本帖最后由 thundersl 于 2011-11-2 18:38 编辑
8. Skinning. RTW has a one vertex per joint policy, which although a pain, makes skinning a doddle
8、皮肤。 罗马全战要求每个顶点一个关节(接合),这样尽管令人痛苦,却使得皮肤处理轻而易举。
(note skinning is weighting the vertices to bones and has no connection with skinning in the modding
注意,皮肤处理是把给分配顶点权重放到骨骼上,这与模型的皮肤无关。(前后的skinning没看懂有什么区别,直接翻译下来而已)
sense) Select your model. In the drop down modifier list on the right go to ‘skin’. Click on the plus sign next to skin in
选择你的模型,在右面的“modifier list”下拉列表里选择“skin”。点击堆里皮肤旁边的加号,
the stack to show the envelope stack. Highlight this. In the right hand option panel click on the button ‘add’ above the
显示下面的外壳(envelope),将其高亮。在右手边选项面板里,单击白色空盒子上面的“ +(add) ”按钮,
empty white box. Select all the bones prefixed by ‘bone_’ (nothing else) these will then be skinned to you model and
选择所有前缀为“bone_”的骨骼(不要其他的),这些骨骼会被skin到你的模型上,并显示在白色空盒里。(skin完全不懂T_T)
appear in the empty white box. Under the Edit Envelopes on the right tick ‘vertices’ and highlight bone_abs in the
在“编辑外壳(Edit Envelopes)”下面的右边,点“顶点(vertices)”并且高亮白色盒子里的bone_ab。(bone_abs是啥?T_T。。。)
white box. Select all the vertices on your model (being careful not to touch the coloured envelopes) Below the white box
选中你模型上所有的顶点(注意不要碰那些上了色的外壳)。在显示你的bone_xx的白色盒子下面,
with your bones in ‘Weight Properties’ tick ‘rigid’ and make the ‘Abs. Effect, 1.0.
在“权重性质(Weight Properties)"里单击“坚硬(rigid)”,设置“绝对效果(Abs. Effect)”为1.0。
You have now weighted all the vertices in your model to the abdominal bone. Normally at this time it’s worth doing a
现在你已经给你模型里所有的顶点设置了腹部骨骼(abdominal bone)的权重。通常来说,这时就值得输出测试一下,
test export and checking your model in game. It’ll be as stiff as a board but you should be able to tell if your texturing is
在游戏里检查你的模型了。它可能像木板一样僵硬,但是你应该能看出纹理是否正确。
correct. Then select one bone at a time in the white box, select the vertices you want associated with that bone and
这时一次选择白色盒子里的一个骨骼,选择你要关联到这个骨骼上的顶点,给这些顶点设置“Abs. Effect”为1.0。
give them an Abs. Effect of 1.0 . when you’ve finished select bone_abs again to check you’ve not missed any vertices.
完成之后,再次选择bone_ab,检查是否有遗漏的顶点。
Export again for a final test. (See image below for explanation of terms above)
再次输出进行最终测试。(见下图来解释上面的各个术语)
I’ve probably missed a lot of stuff there and it may be that I do things differently from other people but I hope
我可能遗漏了很多东西,可能这也是我和别人做的不一样的地方。我希望以上我写的这些东西有点用处。
it might prove helpful.
thundersl 发表于 2011-11-2 17:01 static/image/common/back.gif
8. Skinning. RTW has a one vertex per joint policy, which although a pain, makes skinning a doddle
...
终于搞完了,没做过这方面的东西,翻译起来真是一头雾水。 辛苦了 呵呵 a243004058 发表于 2011-11-3 13:59 static/image/common/back.gif
辛苦了 呵呵
结果昨天刚把这个文章翻译完,今天老板就丢过来一篇文献要我翻译。。。 Hello Dear,
My name is miss favour ,i will also like to be your frend ok,and i want you to contact me through my email address([email protected]) so i can send you my picture and for more details about me ok, for you to know whom i am.I am waiting for your mail to my email address OK favour.
一个外国人发来的邮件- -帮帮忙 a243004058 发表于 2011-11-3 22:19 static/image/common/back.gif
Hello Dear,
My name is miss favour ,i will also like to be your frend ok,and i want you to contact m ...
Hello Dear,亲爱的,
My name is miss favour ,i will also like to be your frend ok,and i want you to contact me through my email address
我叫Miss Favour,我也愿意成为你的朋友,我希望你通过我的电子邮件地址([email protected]) 与我联系,
([email protected]) so i can send you my picture and for more details about me ok, for you to know
这样我就可以给你发送我的照片,让你了解我更多的细节,了解我是谁。
whom i am.I am waiting for your mail to my email address OK favour.
我等着你回邮件哦~
一个外国人发来的邮件- -帮帮忙 3Q
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