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Re: [Tutorial] Modeling for Grimrock UPDATED

Posted: Sat Nov 10, 2012 2:21 pm
by JohnWordsworth
That's so much better at 720p, great work. It's really useful to be able to see all the text and buttons.

This is really going to help anyone that wants to edit a Grimrock Model and get it back into the game, where as without this tutorial they might hit a wall and not be able to finish. Awesome.

Re: [Tutorial] Modeling for Grimrock UPDATED

Posted: Sat Nov 10, 2012 9:51 pm
by Neikun
I like to come back to this tutorial often.
Right now I'm learning UV mapping and it's blowing my mind.

Re: [Tutorial] Modeling for Grimrock UPDATED

Posted: Fri Nov 16, 2012 5:40 pm
by Moutrave
Hey !

Thanks for the tut, as a total noob I kinda needed that to get started with making custom assets for the game

Re: [Tutorial] Modeling for Grimrock UPDATED

Posted: Fri Nov 16, 2012 6:58 pm
by SpiderFighter
Moutrave wrote:Hey !

Thanks for the tut, as a total noob I kinda needed that to get started with making custom assets for the game
Welcome! There's a whole lot more to learn in this part of the dungeon. In case you haven't already, check out Komag's Editing Superthread, and don't be afraid to ask questions. It's a great group of people we have here. :)

Re: [Tutorial] Modeling for Grimrock UPDATED

Posted: Sat Nov 17, 2012 4:44 pm
by Skuggasveinn
Hi Moutrave, glad you like it.

I was thinking about making more tutorials specific to Grimrock modding, but not sure on what, so if people have suggestions I'm all ears.
Mind you that when it comes to lua scripting I'm the last guy to talk to :)

Skuggasveinn.

Re: [Tutorial] Modeling for Grimrock UPDATED

Posted: Mon Jan 07, 2013 10:05 pm
by Balthasar
I used this tutorial to get started and things are going well. I also learned a few things that should be mentioned in the tutorial.

Scale: You can set the scale to 0.01 when you export. (Saves a step.)

Texture: Select your object in Blender, then go to the 'materials' tab. It is one left of the 'textures' tab. This is where you can set the name of your material. For example, set it to 'temple_pillar', and you won't have to rename that once you export and reload it in GMT. (Saves a step or more depending on your model.)

Unfortunately, I'm having a bit of a problem with shading. I did 'recalculate tangents' in GMT but some parts are still shading funny. Any ideas?

Re: [Tutorial] Modeling for Grimrock UPDATED

Posted: Tue Jan 08, 2013 12:03 am
by HaunterV
i just want the pillar. lol.

Re: [Tutorial] Modeling for Grimrock UPDATED

Posted: Tue Jan 08, 2013 1:10 am
by Skuggasveinn

Re: [Tutorial] Modeling for Grimrock UPDATED

Posted: Tue Jan 08, 2013 1:21 am
by Balthasar
What software did you use to record the tutorial? Any chance it is free?

Re: [Tutorial] Modeling for Grimrock UPDATED

Posted: Tue Jan 08, 2013 1:50 am
by Skuggasveinn
Balthasar wrote:What software did you use to record the tutorial? Any chance it is free?
I use FRAPS, its not free, costs 37$
Then I use VirtualDub to compress the video afterwards, thats free
Balthasar wrote: Unfortunately, I'm having a bit of a problem with shading. I did 'recalculate tangents' in GMT but some parts are still shading funny. Any ideas?
Are you using ingame textures or are you creating our own ?
If you are creating your own textures you will have to create the normal map and the specular map for your textures. LoG uses left handed tangent space, so the normal map needs to be created with that in mind. Some gfx programs by default will create normals for right handed tangent space by default, that means you need to invert the green channel in your normal map.(just take a look at the normals that come with the game, see how all the green is on the upper part of the "bump" , so if yours has it on the lower part (like its shining from below) then you will have to do the invert)

Hope that helps.

Skuggasveinn.