MOD tutorials -1 reply

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Red Rebel Advanced Member

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1st July 2006

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#1 16 years ago

As some of you may know, my home PC is very crappysad%20%28frown%29.gif. So I am pretty much limited to messing around with JKA's files and such. So anyway, does anyone know of any good tutorials for making MODS (not skinning)? Thanks for any help you can give me. :bows::bows:


I'm too cool to Post

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1st May 2004

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#2 16 years ago

I really don't know but if anyone posts all be at this thread cause I'm kinda interested in the subject too. But you might need to be more specific.

Trauma Sensei

The All Seeing Eye

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#3 16 years ago

A mod can be: a skin, mode, map, script, etc. so yea, please be more specific.


Mutated Inyri Clone No#00001.5

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#4 16 years ago

ok heres a tutorial i wrote for low poly humanoid modeling in 3dsmax. ull need these pictures: tut25iy.jpg tut18te.jpg

now, im going to be using the referance images davidskiwan drew for this tutorial, and ill start with the torso.

First open 3dsmax (im using version 6 but the tools on most versions are similar, even with Gmax if you are using that). now, i usually set up Max so that my perspective port is the biggest, and the other 3 viewports are smaller, but for this tut ill leave it on the standard settings.

make sure that your Front, Left and Top viewports are set to view "facets and highlights" you can do this by right clicking the viewport name, selecting other, and then facets and highlights. the reason for this is that it will show you an un-smoothed version of the mesh, whether smoothing groups are on or not. also, hit F4 in each viewport to turn on edgeview. itll make things easyer to see.

Now, we need to start by making ourselves a referance plane. this will show us whether the model is in proportion or to scale or not. to do this simply click plane, in the create standard primitives menu, then in the front viewport, click again and drag to the desired dimensions.

make the plane so it only has 1 segment high and long, so its just a blank plane. now, hit the "m" key, this will open the material editor. go to a blank material slot go to maps, and choose diffuse, in the next menu that opens, choose bitmap, and browse for the file we want. in this case its the torso ref Davidskiwan drew, you can find it in this thread

ensure that the "show map in viewport" button is on (ive circled it in red.) and then edit the plane to be the same size as the image is in pixels divided by 10 (or you have a rediculously large plane.) in this case width: 70.4 and length 40.2. zoom in to the viewport and position the plane to your own preferance.

now we will need another plane of the same dimentions for the left viewport. you can either repeat all the above steps, or, choose the rotate tool. Holding the shift key, rotate the plane 90 degrees, the shift key creates a new plane. an option box will open up on completion, make sure you choose copy. now position this plane, so that it is half way through the front referance torso. as shown in this picture.

this is just the beginning of the tutorial, ill update it within the next hour or so with the main modeling part. (its nearly 3am here).


Now,we have our planes set up with the images on them as referances, in the create standard primitives section, create a new cylinder with 8 sides, and 5 hight segments. Hit ALT+X to make the cylinder transparrent, then scale and position to roughly fit the referance, as shown.

now, right click the cylinder, go convert to-editable poly. and a new group of editing options will appear on the right hand side, these are, in order. Vertex, Edge, Border, Polygon, and Element. pretty self explanitory, but this is a tutorial so here goes.

Vertex: allows you to select 1 or more vertecies and move them arround, this is important as every vertex

should define something on the mesh.

edge: allows you to select one or more edges to and edit them as you wish.

Border: will select all the edges on an outside part of a mesh (ie. a hole).

Polygon: will select one or more polygons to be edited at your will.

Element: will select all polygons in an element, an element is defined as a group of connected polygons.

select the all the vertecies on the right hand side of the cylinder, and delete them (be aware this will also delete the top and bottom polygons on the cylinder. your screen should now look like this.

now, were going to mirror this half, as an instance, this will allow us to work on one half, while the other stays an exact replica. you can also have one instance transparrent, and the other not. so you can see how it looks smoothed up whilest editing... ive circled the mirror tool. upon pressing it, a box will appear, asking for what type of mirror. select instance. from now on, we will only be working on the transparrent half. your screen should look like this.

now, using the vertex editing tools, first work in the front viewport, positioning the vertecies to the outside of the referance (this includes the vertecies on the inside of the mesh, so as to keep your polyflow neat). Then, work on the side, being sure to do the same thing. notice how ive used the middle column of vertecies to show the spinal movement of the model (yes even models need to be postured correctly). observent people will notice that there is an extra row of edges/verts that i needed to help the shape in the front viewport. to create these, i selected the ring of edges shown, right clicked the mesh, and clicked connect. this created an extra rown connecting all the selected edges. your mesh should look roughly like this. but if it doesnt, dont worry. as long as its close

now, using the above technique of moving vertecies and edges, (and adding a couple more edges) we create a better sense of the shaper we are looking for, using the perspective viewport to look around and check how the mesh looks in realtime, rather than just front or side on.ive also circled the instance where ive created a triangle. you may have noticed that so far everything is in quad polygons (4 sided) this is very helpful for later when we come to uvw map, and texture. it also helps keep the flow clean. but sometimes you need an odd triangle here or their. to do this i used target weld. simply use the polygon edit tools, right click the mesh and select target weld, click the first vertex, then click the vertex you want to weld it to. carry on with these techniques to get a better shape.

Ok, so now we have the front and side shaped pretty much how we want it to be. great, but ehm...we cant make a neck using the techniques ive covered so far, because we deleted the polygon at the top of the sphere ages ago. so now were gonna learn to make a new polygon. simply select the polygon editing toolset, right click the mesh, and select create. Then, click each vertex that you want the polygon to become attatched to, in a ring, ive selected all the open polygons at the top of the mesh, so i just have 1 flat polygon with no segments. not that creating new polygons with this method creates a new polygon with no smoothing groups attatched. we will learn more about smoothing groups later.

now having created that polygon, we need to shape it to the neck in the referance picture, the fist thing i did was connect the two edges, then positioned the new one to look like this:

then, using another new technique, select the edge editing toolset, right click the mesh, and select "insert vertex" then click the new edge, this will insert a vertex on the edge, that you can connect to other vertecies nearby (the same way you do with edges, select the vertex edit toolset, right click, connect). continue to shape the neck to your liking using the techniques weve learned so far (all of them not just the ones in this update). also, during the process of making the neck, following the side and front referances, you should be making preparations for the arm to be attatched to the model. this is important, as bad preparation could lead to complications later on.

ok so now we need to move the neck up. were gonna use another new technique, polygon extrusion, this will allow us to pull polygons out from the mesh, and keep them attatched. very useful. using the polygon editing toolset, select the polygons you want to extrude. right click and then where it says extrude, youll see a little box next to it. click that, it will open an option box, with different extrusion options.

choosing group will make the polygons extrude to all kinds of weird and wonderful angles. choosing local normal will extrude all the polygons ******d as defined by the entire group in general. and by polygon will extrude individual polygons. were gonna use local normal.

change the distance to one that suits you, then move the extruded polygons to fit the neck using all the above techniques (note that the extrusion has created 2 polygons we dont want. these are the ones that we wont be able to see because they are facing the referance picture. delete those. (ive marked them in yellow) you may be asked if you want to delete isolated vertecies (ones that are on their own with no polies attatched) and since we wont be using these verts anymore, click yes.

this next pic is what you should (roughly) have after shaping the neck to fit the referance. i say roughly because i expect everyones outcome to be different, dont use this tutorial as a be all and end all. explore your own styles.

ok, now we can start using edge connection, target welding, and insertion of vertecies to start adding details to the mesh, like the indentation in his pectorals (the central line down the middle, so they arent just flat) his neck muscles and general shoulder area. when finnished, you should get something like, but not exactly like (i hope) this.

next update will cover: poly by poly building of an arm. and the connection of that arm to the torso. and correct shoulder polygon placement for good deformation.


ooook i procrastonated enough.. gonna write the arm tutorial now...

ok gonna learn some new stuff in this tut. first thing were gonna do tho, is delete the two image planes, then select both mirrored halves of the body, right click and choose "hide selected" this will get rid of it for the time being. save right after this so you can always go back if you want. in future, to look at the body, just right click and go "unhide all".

ok now make new image planes the way we did before. using the ARM imaged davidskiwan drew. remembering to make the planes the same dimensions as the image is in pixels. so this time the planes need to be 50x50. then use the material editor, select a blank slot, use the diffuse map, and find the arm image. and apply it to the plane. this time i actually made a third plane, to help build the back of the arm. this wont however, be easy to line up till weve started building properly.

so, lets get onto the building. ill take a screenshot in a moment. first thing to do is make a smaller plane, any size you like. convert it to an editable polygon. then delete the polygon, this time, when it asks you if you want to delete isolated vertecies click NO. now. go to the vertex editing tools. and position the vertecies along the bicep, then, using the polygon tools like earlyer for the neck. right click, and click create, then create a polygon using all the vertecies as shown here.

yes i know your wondering why didnt i just move the vertecies of the origional plane.. the reason was to get you re-familiarized with the tools.

now, move the verticies on that polygon till your comfortable. now, click the vertex toolset, right click, and click create, and outline the basic shape of where you want the vertecies to go. remember that each vertex should define something. so only place them where the most prominent points are. and dont place too many at once, or youll get lost when you come to creating the polygons afterward.

note that i made the image grayscale to try to make the vertecies more visible. but it didnt work, so i created the polygons instead which should help demonstrate. also, be aware that creating new vertecies, places them at the 0 point on the axis. so they will be totally flat till you move them. this pic shows how i positioned them along the side referance.

ok now we have a rough guideline so far. (very rough) but you should be able to see some shape forming. the next step is to build the side of the arm using the same technique as above (not that we arent building the shoulder. we need to wait till later for that.) so, using the same technique, build the rest of the upper arm, and then use the skills we learned before to refine the shape of the bicep. you can also line up the back referance to the outline we have of the front of the arm. this will help build the side/back of the arm. when placing the vertecies, remember only to place them at the most defined points. try to keep to quads as much as possible, but arms are difficult to define with quads alone, so you can make triangles...just make sure they count for something!

ok now work your way round the back, using the same techniques. untill weve gone all the way round the arm, unfortunately dave didnt draw an inside view for the arm. so look at ur own, and see how it should go, based on muscle structure. take a look in perspective view to make sure its looking ok remember how polyflow is important? ive finnished my upper arm, and defined a small ammount of detail and now ive painted over the image to show which polies are flowing where. you should be able to see something similar in your model.

ok so now were going onto the forarm... at this point we just need to focus more on shape than definition of muscle structure. so it shouldnt be too hard. just lay out your vertecies like you did before, and create the polygons. be aware, that once you get down to the wrist, we should be trying to get arround 6 edges. 8 is the maximum, or your hands will be very hard to build onto it. here are screenshots taken at intervals to show progress.

ok now we have the arm done, im gonna teach you to attatch it to the body! first thing we do is delete the referance plains, its best to learn this bit without referances. if you can get it right like this, you can get it right every time! then, right click, "unhide all" then select the left half of your torso, right click "attatch" and select the arm. notice how the mirrored body has the arm too? good, we can now start making adjustments

now, the first thing ull probably notice is that the arm is nearly the same size as the torso :O not to worry. click the Element edit toolset, and then scale the arm down using the scale tool. move it to a position next to the arm, and use the rotate tool to get it to about 45 degrees.

ok it doesnt fit like a glove, but we were smart and got the torso ready for this earlyer.. all we need to do is create a few polies here and there, using the techniques weve learned so far, move arround a feew vertecies, and just get the arm connected. DO NOT BUILD THE SHOULDER YET! you should get something like this when your finnished.

now, to build the shoulder, i simply used creat poly to link the shoulder to the torso and upper arm, then connected the edges and welded vertecies, aaaall the techniques weve learned so far... it is however VERY important to notice the flow of the polygons, the blue lines show the main flow, and the red show the outlining flow... it basically conforms to human anatomy, but building the shoulders with this flow will greatly help with animations...

next part coming soon. detailing the back and building the legs. (gonna be wearing trousers. but still follows some guidlines.)

Red Rebel Advanced Member

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#5 16 years ago

Wow thanks! Now that I think of it.. any MOD Tut is fine :D Like I said, my PC sucks so anything is great! Now I just have to instal 3dsMax.. and read your post...


I'm way cooler than n0e (who isn't though?)

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#6 16 years ago

jk2files has some tutorials , as well as massassi try searching there