Modelling is very useful for people who are making addons who want to make their own unique model or don't want to spend half an hour just to find a model on gamebanna. First of all you need some programs to do this so here is the list.
1. Blender: Download it at the
website or you can download it off
steam.
2. Blender plugin: Download it
here3. Crowbar: Download it
here4. VTFedit: Download it
hereOkay, now that you have got the files you need fire up blender. Now you might need a template, to do this press N and it will come up with a menu. Click 'add a background image' and choose one. Then go and model your design until you like it.
Some Useful shortcuts in Blender:
Change To Ortho View = Numpad 5
(There is only Right) Side View = Numpad 3
Front View = Numpad 1
Top = Numpad 7.
Ctrl R = Loop Cuts (Very Helpful Sometimes)
W = Modifications
TAB = Change between edit and Object mode.
Z = Wireframe mode (Also Helpful.)
Ctrl J = Join Meshes (In Object Mode)
A = Select All
F = create face for vertices.
X = Delete
B = Bevel (for objects.)
Optional
Alt C = Changing Beziar and Text to Mesh (object.)
Ctrl C = copy
Ctrl V = paste
Shift D = Duplicate(not really suggested.)
Ctrl M = Mirror
K = knife
U = UV mapping settings.
Okay, now you need to get it ready for source so you can use it in your addon.
First of all, open up crowbar.
Make sure you have Source SDK MP 2013
Then Past These Settings in the Boxes
First Box (Not Name)
C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\gameinfo.txt
Second Box (After Gameinfo)
C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Multiplayer\bin\studiomdl.exe
Now crowbar is ready. Now open up blender with your file and press space to search, type install from file. Then click. Restart blender and click scene (4th icon) and scroll down. Go to the source engine export section and change DMX to SMD, set the export path to anything you want. Once You're Done Click Export Select One Mesh At A Time (If you have bodygroups). Once Export Is Sucessful Unzip the Base Files From buu342 and unzip them somewhere and
Press Space and search "Import SMD" Click on the first option.
And Open The Male Reference model.
Now You Will See the Male Is Massive Compared to your model fix it by scaling your model and if you haven't already export it then export. However make sure the male mesh isn't checked. You'll Notice That You have Idle.SMD and Model.qc
LEAVE IDLE.SMD ALONE! IT IS AN IDLE ANIMATION but feel free to add more animations when possible.
Now if you open Model.qc with a text editer you will see
things. Not difficult to figure out very self explaintory so i won't explain about it.
Now that everything is set up, Now you Create a phys model
Now you may use crowbar
go to compiler and find your QC file (make sure you edited something like $modelname to your model location and name $body mybody to your smd model $cdmaterials to where your materials/textures are and $collisionmodel is your phys model.)
Once you've found your QC file export it it'll turn it into a .mdl file ready to use!
Now Use VTFedit
Import your texture and select Save As
Repeat.
Also Make A VMT file for all of them This is what the stuff means if you do VMTs
Base Texture - Well is your texture.
Bump Map - Or Normal maps allow a semi-parallax effect.
Norm Map - More Or Less the same as bump map
detail texture - A Overlayed texture (like grungemaps.)
specular map - A Texture that details specular highlights (Can be added in.)
After you set that stuff you are done.
iamaman24287 (Developer, admin of forum)