Weapons tutorial 2 - UVW Mapping
In this tutorial we will modify an existing 3D model to get mappingcoordinates
of the model.
These coordinates are needed for skinning the model. This tutorial will also
show how to
export the 3D Max file, and import the model into Quake III.
Following applications will be used in this tutorial:
3D Studio Max
(Sorry, no download available)
Texporter PlugIn for 3D Max
For 3D Max 2.x: http://www.cuneytozdas.com/software/max/texporter/texporter2.zip
For 3D Max 3.x: http://www.cuneytozdas.com/software/max/texporter/Texporter3_2f.zip
Pop'n Fresh PlugIn for 3D Max
http://www.quake3mods.net/md3centre/md3centrefiles/Pop_n_Plugs.zip
MD3 Viewer
http://www.quake3mods.net/md3centre/md3centrefiles/nmd3c.zip
Quake III
(Once again no download available)
Preparations
If you made your model like shown in our first tutorial you don't need this step.
Create a directory with the following structure:
/models/weapons2/shotgun
Copy your .max file in this directory.
1. Check your model
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This step is very
important. If you don't check your model, some ugyl graphic-errors may
occur later in the game. Select the model, and choose Modificators -> More -> STL-Check. Choose the option all and check the modelfor errors. If everything is correct, save your model. |
2. Splitting up the mesh
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Click on Configure -> Configure Viewports and select Edged Faces. Now choose the modifier Edit Mesh and select the Subobject Face. Take a look of your model and find out which faces ouch each other in way you can detach them together. Now select these faces and click on Detach. Repeat this step until you have detached all face, and make sure you didn't forget any part. Depending on the complexity of your model this step is very time-intensive. |
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3. Attach the faces back together
Select one of the just detached faces, click on Edit Mesh -> Attach List
and put all the objects
back together. Yes, this must be done, also if it seems to be useless work.
4. Make a clone (IMPORTANT!)
If you don't make a clone of your model now, all the next steps will be useless.
Click on
Modify -> Cone and choose Copy. Move the clone out of the
viewport, so it doesn't annoy you
while working.
5. Move and rotate the faces
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Now we need to arrange all objects to face the viewport. For this step I prefer the the sideview. Depending on the compexity of your model this step can be very time-intesive, because not all objects are at a 90° angle to the chosen viewport. |
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Select the model and choose the modifier Edit Mesh with the Subobject Object. Now select one of the just detached face-objects. Those objects can be rotated, moved and scaled, but the proportions should not be changed. You must not add or delete any faces. |
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If you want to
paint the same part of the skin on several faces, you are allowed to move
those face over each other.
Now that all objects face the same direction, we must arrange them in a square. The smaller the square is, the more detailed your skin will be. |
6. Applying the UVW Map
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Select the model and use the Modifier UVW-Map. Make sure, you have selected the right axis. If the axis is correct, press Fit and you just created some mappingcoordinates on your model. |
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7. Morph the objekt
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Select the model and click on Create -> Compound Objects -> Morph and pick the clone you made in step 4 as Target. Now the objects morphs back into the original shape again. Now you can delete the clone, we don't need it anymore. |
8. Create and export the skin
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Go in the Utilities menu and choose More -> Texporter. Set the image size to 256x256 pixels and make some personal tweaking. Now press Pick Object and select your model. Now a basic skin with the mesh's edges will be generated. Save this file as .tga image. |
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9. Melt the model's vertices
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Go back to the Edit Mesh modifier and choose Vertex. Select all vertices and press Melt Vertices. Make a STL-Check again and there shouldn't be anny errors. If there are any errors you have to move and melt the specific vertices, until all errors are fixed. |
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10. Create and apply the material
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Change to the Material-Editor,
choose a material an click on
Maps. Create a map of the type
Bitmap. Load the .tga file you have just exported. Make sure you have selected the little blue-white cube and drag the material on the model. If you render the scene now you will see, that the lines of the skin lay on the edges of the model. |
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11. Align the model
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Before we can
export the model, we import one of the Quake weapons into our scene. Click
on File -> Import and choose the filetype .md3. Scale
your gun until you're satisfied. Now rotate your model until the barrel
point to the same direction like the Quake model.
Now click on Edit -> Select by Name and choose all objects but tag_weapon, tag_flash and your gun. Delete these objects. Align the tag_weapon object to your weapon's handle, and the tag_flash object to the front of the barrel. Both objects must point into the shooting direction of your gun. |
12. Exporti the model
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Click on File -> Export and choose the filetype .md3. Enter the filename and export frame 0. |
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With the MD3 Viewer you can preview your model and check if ther are any errors. Just load the .md3 file and take a look on it. |
13. Compile the model
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Start NPherno's MD3
Compiler, choose Import Objects, pick the .md3 file and import
all objects. Now click on Rebuilt Normals and confirm. after that
you export your object again. |
14. Import the model into Quake
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Copy the .md3 file
and the skin in the directory ..\quake\baseq\models\weapons2\shotgun. Rename your .md3 file into shotgun.md3. Now start Quake, and you will see your model instead of the shotgun. |
After we imported or model successful into Quake
there's only one thing missing: a realistic
skin! We will fix this in our next tutorial at http://www.planetquake.com/caphold/tutorials.html.
f you have any questions, comments or anything
else considering this tutorial, don't e-mail me.
I won't answer any mails. Please post in our forum, because others can read this
stuff there too. http://www.planetquake.com/caphold/forum.html
This files can be used, copied and edited for private use only. Redistribution, only with our permission.
(c) 2000 - Capture 'n Hold Team
Downloaded from: http://www.planetquake.com/caphold
Written by: Pearl Silva