Make 3D Models for S&box Source 2

Поділитися
Вставка
  • Опубліковано 2 лют 2025

КОМЕНТАРІ • 20

  • @splitfancycake9069
    @splitfancycake9069 2 роки тому +2

    dude, best tutorials ever, you are so underrated

    • @codecakeee
      @codecakeee  2 роки тому

      Thanks brother, more coming soon!!!!

  • @Gishblade
    @Gishblade Рік тому +2

    Just wanted to let you know that this helped me a lot with a dota 2 mod I'm working on!
    Knew basically nothing about 3d modelling going into this, and now I can generate item boxes (a cube with a picture on each side) from a pngs via a python script to use as items for my mod.

  • @milkywayish9315
    @milkywayish9315 3 роки тому +4

    You are a gift from God, your videos are really helpful!

  • @Niccel
    @Niccel 3 роки тому

    great vid. thanks for the help!

  • @grayareagames
    @grayareagames 2 роки тому

    Thanks man, surprised theres such good tutorials already

  • @BrickWallYT
    @BrickWallYT 3 роки тому +1

    This is really cool thanks, would be cool to see one where you export the other pbr textures as well, very useful video :)

  • @KarmaLN
    @KarmaLN 3 роки тому +7

    Could you make a full Tutorial on Porting a Playermodel from Source1 to Source2 or perhaps just a video on making a Playermodel for S&box in general

  • @MrPoldoms
    @MrPoldoms 3 роки тому +2

    If you go to "Scene properties > Units > Unit System" and set it to "None" it should fix the problem with the scale (1 blender unit = 1 hammer unit)

  • @mandellemb9761
    @mandellemb9761 3 роки тому

    thank you so mach :)

  • @julienjean6329
    @julienjean6329 2 роки тому

    Hi, I have some troubles with a box model i made for a friend. This is an animated woodbox with a cell fracture on it but we don't know how to export the animation properly for source 2. He told me that we need an armature on blender to make the animation work on source 2 but it doesn't make sense to me (this is an object with separated pieces, not an human body with bones), any clues ? thanks by advance.

  • @dubble.
    @dubble. 3 роки тому

    Say, you are making a low poly model that is basically textureless, it has a solid color, maybe multiple solid colors, but it's textureless. Would you still need to bake it? Or would it be better just to use the plain colors?

    • @codecakeee
      @codecakeee  3 роки тому +1

      You just need to add a basic solid colour to the model in blender by creating a material in the blender material section and it will default to white
      But then in s&box you will need to open the material editor and create a empty material file and just change the colour.
      Then load up model doc, import your model and because you gave it a material in blender, when you add the DefaultMaterialGroup node in model doc the texture you named in blender should appear, click and and load the material file you made in material editor :)
      Baking is just for making the texture and UV wrapping purposes

    • @dubble.
      @dubble. 3 роки тому

      @@codecakeee Thanks for the advice, time to dish out some models.

    • @dubble.
      @dubble. 3 роки тому

      ​@@codecakeee It's weird, I have two meshes with a material each in blender, then I select and export. Then in the modeldoc it only prompts me with 1 material option. I even tried splitting them up so I have two meshes, but it still only allows me to use one material.

    • @codecakeee
      @codecakeee  3 роки тому

      @@dubble. that is strange if you have
      1 mesh in blender and that mesh has 7 materials added to it
      Then in model doc it will show 7 options it’s supposed to work like that.
      Not sure why it won’t recognise the other mesh’s material sounds like you are missing one coming out of blender

  • @dubble.
    @dubble. 3 роки тому

    Just wanna note, that you can fix the scaling issue by giving it a scale of 0.393700787402. Something with the way blender and source scale their things being different.

    • @dubble.
      @dubble. 3 роки тому

      Also, nice video, good seeing some people sharing some of their source 2 knowledge making creation in Source 2 more accessible to new creators.

    • @Deliveredmean42
      @Deliveredmean42 Рік тому

      Guess it still the same old source scale. Blender does round it to 0.393701, but at the very least we know the setup.