This is a read only copy without any forum functionality of the old Modcraft forum.
If there is anything that you would like to have removed, message me on Discord via Kaev#5208.
Big thanks to Alastor for making this copy!

Menu

Author Topic: [QUESTION] Beginning modelling journey  (Read 1617 times)

Murloc992

  • Registred Member
  • BLP Convertor
  • *****
  • Posts: 9
    • View Profile
[QUESTION] Beginning modelling journey
« on: November 17, 2011, 07:17:59 pm »
Hello again, my first post in modelling section, by far.

So I am trying to make Murlocs a playable race (unexpected.(don't look at my nickname :P)).

First I've tried to edit models in blender which I am pretty familiar with, added a few "head spikes" on the head (maybe a hairstyle idea :P). Here's how it looks:

(clicky)

And now I wonder, how could I add armor textures? I was reading about geosets but after opening human male geoset my eyes were like  :shock: . What exactly do I need to make for example plain texture leggings and chestpieces showing correctly? And which geosets should I copy/scale/adapt over? Also have tried using PyME but the controls killed it for me. :D

And another question is is there a possibility to adapt some animations from other animsets to murlocs? Like sheath/unsheath, dance n stuff?

I don't need everything answered, if you got specific suggestions, please say some. Back in my early noggit days this stuff wasn't around and now I am really keen on learning how to do it. :)

Thanks in advance!
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
New WoW modding possibilities newbie. :[

Murloc992

  • Registred Member
  • BLP Convertor
  • *****
  • Posts: 9
    • View Profile
Re: [QUESTION] Beginning modelling journey
« Reply #1 on: November 17, 2011, 09:38:30 pm »
Update:
Have been trying to use a tool called CopyGeosets. I think that my random selection 0-61 was wrong. :D
Back to trying to understand what is happening in blender.  :|

(clicky)
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
New WoW modding possibilities newbie. :[

Jack

  • Registred Member
  • Model Change Addict
  • *****
  • Posts: 258
    • View Profile
Re: [QUESTION] Beginning modelling journey
« Reply #2 on: November 17, 2011, 11:45:16 pm »
I'm not familiar with the Murloc Texture Layout but it has to 100% match the layout for humans, orc, draenei etc.
If it does, you're "just a few" DBC changes away from making all that texture-only armor visible. And if you want stuff such as sleeves and belts to show you'll have to copy the geosets and arrange them according to you model. Best thing would be to make new ones since you can't just take the beltXY geoset from a human char and slam it on the murloc. It's a model with vertices and shit, and it's probably now going to "fit" the murloc model.
And If the layout doesn't match you're fucked....unless you create a new model and unwrap/texture it according to that layout, murloc won't ever be able to wear armor with texture components only.

As for the armor using model components in either cases you just have to add the right attachment points...afaik
« Last Edit: January 01, 1970, 01:00:00 am by Admin »

Murloc992

  • Registred Member
  • BLP Convertor
  • *****
  • Posts: 9
    • View Profile
Re: [QUESTION] Beginning modelling journey
« Reply #3 on: November 18, 2011, 06:34:36 am »
Thanks for this big post, really an interesting read and guides me further. :) So as you say I should aim for murloc UV wrapping? Or is it possible to add another texture layer or a body-wrapped(kinda cloned section) alpha-able geoset to stand for the default layout for humans/draeneis etc? I saw something similar in PyME, so I gotta ask. :)

EDIT: And btw, about just throwing geosets from one model to another. I would scale them and position them accordingly so it's not  as bad as my second screenshot, that was just a silly test. :P
« Last Edit: January 01, 1970, 01:00:00 am by Admin »
New WoW modding possibilities newbie. :[