[Help] Basic concepts and steps to making objects for BF2
Posted: 2009-11-08 01:58
I myself, am a ambitious person, who of which is trying to learn the steps and gears to 3d modeling in a insanely short amount of time (really ambitious).
What I want to know is the exact steps to modeling, coding, etc for BF2. I understand from today, that the model itself, is the first step, yet I know there are other things such as texturing, UV mapping and ****, but nothing has clarified this even after 2 hours of searching all over google, even though google is my proven savior at times.
So what comes after the "model" and what are the views and concepts towards them.
In a more specific question, my first attempt in modeing, a F/A-18C, which I hope (unlikely lol) to implement one day in PR for the USMC, CF, and ADF faction. My question is is if I should start the model by slabbing on a whole plane, then sculpt the whole middle part of the plane, then add on the wings and details later. If thats not the case, what exactly should I be doing, modeling it with seperate objects, step by step? Another question is how to implement things like glass, transparent objects (I.E. the Glass HUD), rubber (tires), and landing gear. I understand that most of this must be done within BF2 Editor, but must there be something done in the modeling process?
Once again, thank you for helping my newby ***, Thank you.
What I want to know is the exact steps to modeling, coding, etc for BF2. I understand from today, that the model itself, is the first step, yet I know there are other things such as texturing, UV mapping and ****, but nothing has clarified this even after 2 hours of searching all over google, even though google is my proven savior at times.
So what comes after the "model" and what are the views and concepts towards them.
In a more specific question, my first attempt in modeing, a F/A-18C, which I hope (unlikely lol) to implement one day in PR for the USMC, CF, and ADF faction. My question is is if I should start the model by slabbing on a whole plane, then sculpt the whole middle part of the plane, then add on the wings and details later. If thats not the case, what exactly should I be doing, modeling it with seperate objects, step by step? Another question is how to implement things like glass, transparent objects (I.E. the Glass HUD), rubber (tires), and landing gear. I understand that most of this must be done within BF2 Editor, but must there be something done in the modeling process?
Once again, thank you for helping my newby ***, Thank you.