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FPSC Classic Models and Media / Things You should know when modeling custom characters

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x2tom
15
Years of Service
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Joined: 21st Sep 2010
Location: Warszawa, Polska
Posted: 31st Mar 2011 19:35 Edited at: 31st Mar 2011 21:33
Please forgive me if you can't undestand what I'm saying but I'm not native english speaker. If you have any question don't hesitate to ask.

This is not the whole list of things to keep in mind when modeling your own characters in a blender, but enough at the beginning. I am writing this post after to save time for beginners like me. I learned a little bit so will share my knowledge.

Above all, remember the make perfect wieght paint. If any vertex is not assigned to the bone the whole mesh will be spoiled.

Remember that the center of your mesh must be at the center of world grid of Blender(SHIFT + C to stick the cursor 3d at point 0,0,0). Otherwise, the shadow of the object will be next to it. The object itself will move strangely.

Be careful with angles greater than 180 degrees. Try to avoid such transformations.

Try to place the textures in the same folder as your model.

It's enough to do an animated model and export it to the FPSC.

I recommend using Kira's exporter you can easily find it here.
http://forum.thegamecreators.com/?m=forum_view&t=166987&b=3


Hope that helps.
And here is what I've managed to do using the above rules. It works in FPSC.


Blender animation - render
http://www.youtube.com/watch?v=xJC5jUhwXJg



FPSC character test:

http://www.youtube.com/watch?v=B54mEN0E3VI
Dark Frager
16
Years of Service
User Offline
Joined: 16th Mar 2010
Location: The Void.
Posted: 31st Mar 2011 23:11 Edited at: 31st Mar 2011 23:11
Cool tutorial, I could actually read it and understand it perfectly!

Bardzo dobrze napisane!

All alone in my room, haven't been outside since 1992.

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