Blender for making stuff?

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Ewokinarmor
Posts: 81
Joined: 2012-07-09 23:58

Blender for making stuff?

Post by Ewokinarmor »

Hey guys, Im making a map that may require some custom models to be made. Would blender be sufficient to make them?

EDIT: Mostly buildings.
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: Blender for making stuff?

Post by Psyrus »

No, it wouldn't. Use 3DsMax9
Ratface
Retired PR Developer
Posts: 962
Joined: 2011-04-21 18:57

Re: Blender for making stuff?

Post by Ratface »

Check out Rhino's tut when it comes to modeling your own statics:
https://www.realitymod.com/forum/f189-m ... cture.html

The reason being you need POE2 BF2 tools to export and set up BF2 materials. If you follow that tut and create your models in 3dsmax 9 then you'll be set, otherwise you'll run into a lot of issues when trying to import and export your models into the editor.
Ewokinarmor
Posts: 81
Joined: 2012-07-09 23:58

Re: Blender for making stuff?

Post by Ewokinarmor »

Ah, okay, thanks.

EDIT: If I were to somehow find a way to convert .blend files to .max files, would that possibly work?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Blender for making stuff?

Post by Rhino »

It is possible to convert models from Blender to 3DsMax but as mentioned by Ratface, BUT the amount of errors that pop up though porting a model is so great that pretty much no one can face fixing up all the errors and this is why so few models that have not been made in Max9, ever make it into the game...


At the end of the day, its simply a matter of if you want your model to go into BF2, use 3DsMax9, or don't bother at all since all your doing is creating a shed load of extra work from making it in anything else.
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ddeo
Retired PR Developer
Posts: 790
Joined: 2012-04-26 08:16

Re: Blender for making stuff?

Post by ddeo »

This is simply not true. Conversion from Blender to Max9 is very fluid if it's done right. But in the end You will need 3ds max9 to export your statics into game engine. Although You can make models in Blender first then convert them to Max9. Your pick.

edit: If you don't know neither 3dsMax or Blender and you want to make and export models to BF2/PR it will be best to get copy of 3dsmax9. If you know Blender already and it's easier for You to work in Blender, it's ok to make mesh in Blender then convert it to 3ds max9 and export it into game through max9.

edit2: .obj format is best for converting meshes between blender and max in my opinion. You will loose object origin, but model itself will be converted fine, even with proper scale if you use my settings:
Image
As you can see "selection only" option is checked, you can uncheck it if you want to export everything at once from the Blender scene. I do not export materials, BF2 engine has it's own style of using materials for different types of objects.

Exported .obj file this way can be easly imported to 3dsMax using it's default import settings.

Now for the issues part, from my experience there are issues on the modelling part mostly (NOT export). If there are flipped faces in 3dsMax then I'm 99% sure You will find the same face flipped in Blender too, just make sure model is correctly done. Don't blame export for Your failure. Some time ago I though there are smooth group issues, there aren't if You use setting I use.
Last edited by ddeo on 2015-01-16 21:30, edited 4 times in total.
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