B Tutorial 3D stoned's sword tutorial: how to make a simple sword

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stoned-dude

Knight
PLEASE NOTE
http://rapidshare.com/files/15571588/sword_tutorial.rar.html
this the the same tutorial as below, but it does contain a lot of pictures to illutrate the process
programs that you'll need to start making weapons

wings3d http://www.wings3d.com/
BRF editor http://forums.taleworlds.com/index.php/topic,8771.0.html
DDS converter http://eliteforce2.filefront.com/file/DDS_Converter;29412

first, find an image of a weapon you want to make, say, a sword

The texture files that the game use are in DDS format, and the converter can only process images with a resolution of:
256x256 pixels
512x512 pixels
1024x1024 pixels
2048x2048 pixels

I use adope photoshop to simple alter 'canvas size', adding a white frame around the existing image, as to not mess up proportions
Then open the converter, set input format to 'any' and output to .DDS, find your image and convert it.
in your M&B modules folder you create a need 'mod' my simply copy&paste the natives folder and renaming it to whatever you want to call it
you put the DDS in the 'textures' folder of your new mod folder

Then open up wings
Wings work by adding simple shapes, objects, (cubes, cylinders, spheres and more) and then modifying these through a number of ways
Every object consists of following parts:
vertexes (points)
edges (lines)
faces (well, faces)
body (the selection of entire objects at once)

switch between selection modes by clicking the big icons top middle

most modification of these will consist of
MOVE (moving the vertex/edge/face/object(s) along an axis (x,y,z) or freely (depends on camera))
ROTATE (rotating the selected vertex/edge/face/object(s) around an axis or freely
SCALE (scaling selected vertex/edge/face/object(s) along and axis or scale radical axis, meaning that you'll scale the selection in all directions but the selected
there are many other ways to alter the objects, but the best way to learn how they work is to play around with it

most swords consists of the following parts:
Blade
Cross
Pommel
Hilt  

Simple sword, step by step

BLADE:
there are many types of blades, but we'll start with a simple, straight one
First right-click and select 'cube'. You'll be presented with a huge cube.
Select the entire object and scale it down to about 3% of it's original size (othervise, it would be a lot of work, when you'll have to scale it down in the BRF editor). You can see the percentage in the uppermost left corner.
now scale the entire object along the z axis, the x+ axis being the front of the weapon in game, thus the blade's edge should be facing x).

Now, switch to face selection mode and select the uppermost face of the now flat cube, and MOVE it along the y axis till it reaches blade-lenght.


Keep the top selected and select the the two edges.
Rightclick and select 'smooth'.

It should now resemble a blade. switch to vertex selection, and select the vertex next to the tip of the blade, as shown.

rightclick and select 'weld'. Now, select the tip and rightclick again. the vertex should now meld into the tip.

Do this with the other vertex on the other side of the tip. Be careful to selected the vertex to be welded INTO the other first, otherwise the blade would bend. Now weld the next row of vertexes together, just like the tip.


Now we have the basic shape of the blade and the tip, but the blades has no cutting edge. switch to edge selection (no pun intended) and select the edges on the middle of the, erm, blades' edge, as shown, on both sides.

Rightclick and select MOVE -> NORMAL

Now we have created the blades' edges but have horribly distorted it's shape. Switch to body selection, select the blade and SCALE -> X, now alter the blade back into shape.

Now, switch to vertex selection, and move the 2 vertexes at the buttom of the blade on level with the others, otherwise, the blade would look weird.     

Excellent! the blade is now done.

CROSS:
next up is the cross. This blade have a very easy cross, so it should not be a problem. Deselect all, rightclick and create another cube. SCALE -> uniform until it's down to the right size. Now SCALE -> X to give it the right length, and then SCALE -> Y to make it flatter. Easy as that! now MOVE-> Y until it reaches the lower part of the blade

HILT:
Create a cylinder and scale it down. Select the upper face of the cylinder at move it up to the cross. Now select the lower face and move it down until the hilt reaches the correct length. Scale -> uniform on the lower face to make it slightly smaller than the upper one. Scale the entire hilt slightly along the z-axis.

POMMEL:
create a sphere, and scale it down as shown.

Move it down till it reaches the lower part of the hilt.

Scale it along z to make it flatter.

switch to body selection, select all four parts, rightclick and select 'combine'.
Congrats! you've made a sword! (good idea to save, BTW)

TEXTURE
Now you'll have to texture it.   
click file-> import image and find your picture of the sword. NOTE wings need a Bitmap picture, so if it's a JPG, convert it to bitmap.

select your sword, rightclick and select uv-mapping-> direct

the idea behind uv mapping is to divide your model into sections, which can then be draped over the picture to give it the texture

rightclick and select segment by -> projection.

This will automatically divide, or 'segment', your sword. This works fine for the blade and cross, but the hilt and pommel will need to be redone, to make texturing easier.

select the entire hilt and pommel. Rightclick and press 'AvuChart 1'.

Select 1 half of hilt and pommel, as shown, rightclick and 'AvuChart 2'.

Now, find the top and bottum face of the hilt and avuchart them 3, otherwise, they would be part of the hilt's sides, and a real nuisance.

Now rightclick and select 'continue -> projection normal'.

You now see all the segment arrayed in the texture box with wings' default texture. move all the segments to the box left of the textures one, rightclick the texturebox and select 'create texture'. Press 'options' for background and find your imported image and click OK.


Now, drag the segments unto the picture of their relative parts so that they'll fit, if only roughly.

Now select vertex selection in the texture box and drag the vertexes so that they'll fit with the image. To the left, you can see how the sword looks with the texture. Its a good idea to select both the segments of the same type e.g. both sides of the blade, and move them at the same time. To make them fit with eachother, select them, rightclick and select move to -> center. Move all the segments to their right places. If you select a segment in the texture box, you can see it on the model to the left.
When you're done, close down the texture box. switch to face selection, dragselect the entire sword and, rightclick and select tessellate->triangulate. This will convert all square into triangles. If you don't do this, the model will not show up correctly in game or in the BRF editor.

now select file->export->wavefront (.obj)     


Copy the weaponsb.brf from the native folder into your resource folder in your mod. Open it with the brf editor and delete the existing weapons and rename the brf. Select textures and press 'add'. Write the name of your texturefile and end with .dds.
Go to material, add new. name it something at in 'diffuse', write the name of your texture (without the .dds). Select 'import' and find your .obj file. As it's material, select the one you've just created and vióla!

done.
 
oh, here's the download link for the guide in text with pictures, as to better explain what i mean
http://rapidshare.com/files/15571588/sword_tutorial.rar.html
 
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