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    Fr33m4n's Avatar Active Member
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    WoW Blender Tutorials (videos)

    Here it is, WoW Blender Tutorials

    Tutorials about editing World of Warcraft models in Blender 2.73.

    Please, don't forget to like the video and to subscribe!

    You can watch the full playlist here:
    http://www.youtube.com/playlist?list...dQ1wixHqB1kTdC

    Addons:
    - WoW Tools 1.2: Darknest Forums
    - MultiEdit 0.3: MultiEdit ALPHA 3: Multiple Objects Editing!


    Part 1: preferences, install add-ons, layout, start-up file, WoW blender file, 3D view, Object selection.



    Last edited by Fr33m4n; 02-20-2015 at 05:15 AM.

    WoW Blender Tutorials (videos)
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    Fr33m4n's Avatar Active Member
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    Part 2: Edit mode, basic edits.


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    Fr33m4n's Avatar Active Member
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    Part 3: Advanced edits, smoothing, multiedit, sculpt mode, fixing problems.


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    Fr33m4n's Avatar Active Member
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    Part 4: Sculpt mode, normals, uv mapping, append.


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    Fr33m4n's Avatar Active Member
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    the 4 videos are now live. Enjoy!


    Part 1: Blender 2.73, preferences, install addons, layout, startup file, WoW blender file, 3D view, Object selection.

    - Add-ons/preferences:
    WoW Tools 1.2
    MultiEdit 0.3
    File: Save versions: 10.
    Editing: steps: 64.

    - Layout:
    custom layout.
    views: move/split/join.
    T: tools.
    N: properties.
    save start-up file.

    - Import/Save:
    orienting the model in the good direction.
    Display mode: same type.
    Tip: ALWAYS SAVE YOUR WORK!
    Tip: Use .blend as main file.

    - 3D View:
    Middle Click: moving view.
    Mouse Scroll: zoom in/out.
    Numpad 1, 3, 7, Ctrl + Numpad 1, 3, 7; change view orientation.
    Shift + space or Ctrl + up/down: maximize current window.
    Ctrl + Alt + Q: quad view.

    - Object selection:
    Ctrl + Z: undo.
    Ctrl + Shift + Z: redo.
    H: hide.
    Shift + H: only show selected.
    Alt + H: show all.
    Right Click: select an Object.
    Tip: Right Click multiple time to cycle through multiple objects under the mouse cursor.
    Shift + Right Click: queue up selection
    A: select/deselect all.
    B: border select. Drag box to select.
    in select mode: Left Click to select, middle Click to unselect.

    - Object transformation:
    X: delete.
    S: resize.
    Tip: only transform Armature.

    - 3D display (shading):
    shading: smooth VS flat.
    Z: toggle wire frame mode.
    Alt + Z: toggle Texture mode.

    - Applying materials:
    Material shading: you must add a light.
    Info: texture VS material. A material contains a texture (or color) + shading.
    N, Shading: : GLSL.
    Ctrl + L: link material.

    ---------------------------------
    Part 2: Edit mode, basic edits.

    - Edit mode:
    Tab: Enter/exit Edit mode.
    Limit selection to visible.
    A, B: like object mode.
    C: circle select. Use Mouse-wheel to change size of circle.
    Ctrl + Left Click: lasso selection.
    Ctrl + Numpad +: select more/less
    Ctrl + Numpad -: select less
    Ctrl + Right Click: select all between 2 selections.
    Ctrl + L: select linked (island).
    Ctrl + Tab: select mode.
    Info: Vertices are points, Edges are lines, Faces are triangles.
    Tip: avoid Ctrl + Z in Object mode, after Edit mode or use Tab x2 as a step for Undo.

    - Basic edits:
    H, Shift + H, Alt + H: like Object mode.
    Tip: don't forget to transform armor with body! (use MultiEdit, shown in video 4).
    Tip: always work on the right side of your Mesh.
    T, Options, X Mirror.
    W, symmetrize
    Tip: during transform, Middle Click or X, Y, Z: axis constraint.
    O: proportional editing.
    G: grab (move).
    R: rotate.
    R twice: rotate as trackball.
    S: grab and change size.
    Alt + S: Shrink/Fatten.
    T, Transform: Push/Pull.
    Shift: reduce transformation speed by 10.

    ---------------------
    Part 3: Advanced edits, smoothing, multiedit, sculpt mode, fixing problems.

    - Advance edits:
    Ctrl: snap (during transform).
    Ctrl + Shift + Tab: snap mode.
    W, subdivide smooth.
    Ctrl + T: Triangulate Faces.
    Ctrl + E, rotate edge.
    Shift + Alt + F: beautify faces.
    W, smooth
    W, Remove doubles.
    Tip: to connect to meshes, drag Vertices and hold Ctrl to snap to another mesh Vertex.
    MultiEdit.

    ---------------------
    Part 4: Sculpt mode, normals, uv mapping, append.
    Sculpt mode.

    - Fixing Meshes:
    Tip: Normal is the side the face is pointing at (inside/outside).
    N, Shading: Backface Culling.
    N, Mesh display: Normals.
    Material: Generated, Color Grid.
    Ctrl + N: recalculate outside.
    P: separate.
    Ctrl + J: join.
    F: fill (make face).
    Shift + F1: append.

    - UV mapping.

    -----------------
    - Misc
    Ctrl + F: beautify faces.
    modifier, decimate: reduce triangles.
    Rendering
    Cycle Render


    Last edited by Fr33m4n; 02-20-2015 at 05:20 AM.

  10. Thanks leeviathan, Krack3n, Exurok (3 members gave Thanks to Fr33m4n for this useful post)
  11. #6
    leeviathan's Avatar Active Member
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    Thank you so damn much.

    EDIT: There's just one all-important problem, which is that M2ModRedux 4.6.1 crashes when getting the file ready for WoW (2.76 version of Blender, I'll see if maybe that's the issue. EDIT 2: nope that wasn't the problem, still crashes. Seems to mess up when it gets to the 'anim' files; instead of creating what would be the first 'anim' file it starts to create a redundant 'skin' file which ends up being 0kb.)

    EDIT 3: I was able to run Import successfully on a new character model, anything else doesn't work so far. EDIT 4: Oh, reading the whole thread on darknest reveals that this isn't for any model other than characters. It would be good to mention that in the first post I think. Anyway, my hunch is that the error might have something to do with the LOD skins; character models tend to have them, creature models tend not to.

    EDIT 1000: I...I think I managed to get it working by using the 4.5 version of this tool for that last translation to m2 (4.5 won't do the first translation, go figure. Also I have to add the anim files manually to the end result, but whatever it works), but I messed up the model; I've been reading posts like mad and I don't remember where I read it, at the time it didn't mean much to me since I couldn't get my model back into the m2 format; anyway, something about using the "symmetrize" function will mess up the "weights" on your vertices? I don't really know what that means to be honest, but my poor stag looks like it broke every bone in its body. Is there a way to fix these "weights" on vertices...or is it easier to simply start over without using the symmetrize function? Actually I don't even know if that's the problem, just a hunch...I don't really understand the relationship between animations/bones/attachments/vertices/feces/etc
    Last edited by leeviathan; 11-08-2015 at 12:28 AM.

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