General Model Questions

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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General Model Questions

Post by Janitor »

Is it possible to make a high resolution model skin? if so then how. I've had no luck so far. Also, MD3 models will often have their skins broken into several different chunks. How do I get GZDoom to apply those multiple parts to one model?
Last edited by Janitor on Mon Sep 14, 2009 2:27, edited 2 times in total.
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Re: High Res Model Skin?

Post by Paul »

What do you mean by hi-res? A model can have a skin applied provided it fits its UV mapping and has proper dimensions, i.e. AA x AA. If you have a model that is using 256x256 skin just apply a larger, more detailed 512x512 same skin provided it has identical mapping and it should work fine.
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Re: High Res Model Skin?

Post by Janitor »

Yeah, i just figured that out actually. Oops. thanks though!
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Re: High Res Model Skin?

Post by Enjay »

Paul wrote:If you have a model that is using 256x256 skin just apply a larger, more detailed 512x512 same skin provided it has identical mapping and it should work fine.
Actually, from what I've seen, the proportions don't even have to be the same. If the original skin was 256x256 then a 256x512 or whatever will also work, provided the image on the skin fits the UV mapping as you state.

eg, both of these two work on the same model with no changes to the model:

ImageImage
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Re: High Res Model Skin?

Post by Janitor »

This brings up another question. MD3 models will often have their skins broken into several different chunks. How do I get GZDoom to apply those multiple parts to one model?
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Re: High Res Model Skin?

Post by Enjay »

You don't. :P

You have to stitch them all together into a single graphic then edit the UV map for the model to match the new location of the various skin sections. It's a bit of a pain but, having now done hundreds of them, I'm getting quite quick at it. :)
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Re: High Res Model Skin?

Post by Paul »

What do you mean by multiple chunks?

MD3 models, opposite to md2, can contain ATTACHMENTS - they are different models that are attached to others with the use of tags, such as attaching a head model to a torsto model. Still both are different MD3 models. This technique allows for different skins to be applied to different parts of the model, allowing artists to chunk in more detail they'd normally wouldn't fit on a whole-model skin, say 256x256 size.

MD3 models can also have multiple textures applied onto different parts of one model. They can have also several textures applied to the same model with the use of multi-texturing. In the Trinity (Q3) Engine they were used with Shaders, notepad written scripts that defined how these textures are applied, or Skins - text files that defined what texture went onto what part of the model (IIRC Sarge's Head had 2 textures - the head texture and the cigar skin for his cigar)

Unfortunately, as far as I know, GZdoom is not capable of using multiple skins on one model at the same time. Please correct me if I'm wrong as I'm not sure what new additions were added to the engine.
So if you want to use an MD3 that is using several skins you'll have to do some UV mapping and texture editing to create a single skin composed of the several other skins the model previously used before being prepped for Gzdoom engine, and apply it properly to your model.

EDITage: Wow Enjay, you're fast!
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Re: High Res Model Skin?

Post by Janitor »

wow, thanks for the help guys. ya'll rock.

I'll have to investigate this a little further, but Enjay, If I send you a model Im working on using, can you give me an idea of what I'd need to do with it? I dont want you to do it for me, but I want you to see the model Im using for 2 reasons (1) It's supposed to be a HUD model, so I want to make sure it will work, and if not, what modifications it would need? the problem i've found with HUD models is that they often appear on the LEFT hand side of the screen, not the right. (2) of course, i have no experience with 3D modeling so some tips on how to re-apply that skin would be aweome :D
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Re: General Model Questions

Post by Enjay »

Sure I can take a look at it but I have never worked with HUD models.

As for the refitting of the skin, I use MilkShape for it. The basic steps are this:

Make your new graphic by putting all the bits of the different skins together into one image. (Use photoshop/PSP/GIMP/Whatever)

Import the model into Milkshape.

Create a new "Material" and load the skin image to be that material.

Select the entire model and apply the skin/material to it.

Go into the texture coordinate editor and work through the different groups in the model by selecting them from the drop down menu.

Each group will be scaled to the full size of the skin image. Move and scale them until they match up with the part of the skin that they should.

Export the model to an MD3 and then use it in GZdoom.

That is probably too vague, but it is the basic procedure.


If the model is animated, I know how to create new animations but I have no idea how to import existing animations in an MD3 into MilkShape.
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Re: General Model Questions

Post by Enjay »

Here's a very quick example that I just whipped up:
Basically, it follows the steps above. For info, the original skins were one at 512x512 and one at 256x256. I put these together in a 768x512 graphic. The areas that were originally on the 512x512 skin had to be scaled to 2/3 their width on the new graphic but their height stayed the same. The ones on the 256x256 graphic had to be scaled to 1/3 their width and 1/2 their height.

The very last bit that I adjusted was the windscreen graphic. That's because there was no skin for this bit as, I think, the original model used a special effect or something for it. So I just quickly made something that looked reasonable and fitted it on some blank space on the skin. Because of where I put it, the UV for it needed to be both scaled and rotated.

Don't worry, it usually takes me longer than this. I practised doing this model before I recorded the video. :P Also, many models have far more groups and far more complex UVs to deal with.
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Re: General Model Questions

Post by phi108 »

Thanks Enjay, very handy!
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Re: General Model Questions

Post by Janitor »

excellent, I'll take a look at this when I get back home tonight :D
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Re: General Model Questions

Post by Nash »

Wow Enjay... it's good to see see you work with 3-d model editing this proficiently... I remember back then when you still weren't so keen in the whole modeling business.

Who knows we might see some new models from you soon? ;)
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Re: General Model Questions

Post by Enjay »

All thanks to the guy who got me started and gave me the links to what I needed. ;)

Whilst your in this thread... do you know of any way to import an MD3 into an editing program (any editing program) whilst preserving its animation? As you know, MilkShape doesn't load an MD3's animation so you can't load it into MilkShape, re-do the UV map and then save it again and keep the animation unless you also re-do the animation by hand too.
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Re: General Model Questions

Post by Janitor »

I checked with some people on the blender forums. Blender has the same issue as milkshape when it comes to MD3 models.
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