|
|
(10 intermediate revisions by 2 users not shown) |
Line 1: |
Line 1: |
| == Introduction == | | == Introduction == |
| | | |
− | Welcome to ''Modelling 101: From Cone to Cassowary''. This page is aimed at people new to 3D modelling, and in particular those with an interest in modelling things for the sterling and splendid game ''Oolite'', the Creative Commons version of the classic ''Elite''. | + | Welcome to ''Modelling 102: From Cone to Cassowary''. This page is aimed at people new to 3D modelling, and in particular those with an interest in modelling things for the sterling and splendid game ''Oolite'', the Creative Commons version of the classic ''Elite''. |
| | | |
− | In this tutorial my intention is to guide you as gently and painlessly as possible through the process of creating your first 3D model. | + | In this tutorial my intention is to guide you as gently and painlessly as possible through the process of creating your first 3D model for ''Oolite'', the ''Cassowary'' spacecraft. It follows on from ''Modelling 101: Spreading the Wings of your Mind'', which you can find [[Modelling_101:_Spreading_the_Wings_of_your_Mind|here]]. |
| | | |
− | == Modelling: "The Talk" == | + | ==See also== |
| + | * [[Modelling_101:_Spreading_the_Wings_of_your_Mind]] |
| + | * [[Modelling_103:_Texturing_for_the_2D_Challenged]] |
| | | |
− | Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. Something earth-shattering. Something never before seen. Something that will take the world by storm and make you famous. Something ---
| |
| | | |
− | Okay, okay, '''stop right there'''. Ever heard of "writer's block"? Well, as a writer I have, and I know from experience that the above is a classic - if not ''the'' classic - way of developing it in a hurry. You set up expectations and goals for yourself, and eventually panic sets in and what used to be fun stops being fun, and oftentimes ends up being impossible. Let's backtrack a bit - no, let's start again.
| + | {{stub}} |
| | | |
− | Modelling can be daunting: you start with a blank piece of paper (or in our case a blank workspace in our computer's memory), upon which you hope to create something wonderful. But don't worry if you don't! (There's the key.) Don't worry if you can't, either. In fact, don't worry at all. Worry creates stress, and stress reduces your fun level, and if you're not having fun, or at least enjoying yourself, then maybe you need to take a break, or go and watch the trees for a while.
| + | [[Category:Oolite]] |
− | | |
− | If you're expecting or hoping me to tell you that modelling is easy, either, then I'm afraid you're in for a disappointment. Modelling ''isn't'' easy: it's like any other form of art inasmuch as it needs to be worked at, practised, honed. And you need to recognise when something is a masterpiece and something is a practice piece (guess which you have more of; no prizes, either) - which will come with time.
| |
− | | |
− | But with both those caveats in place, let me state categorically that I think that modelling '''can be fun'''. '''Is''' fun. I enjoy modelling a heck of a lot - in fact, I enjoy it so much that I'm writing these articles to help others to find it as much fun as I do. Frequently I'm frustrated, annoyed, fed up and swear I'm never going to build another model, and I don't - for a while. But I was bitten by the bug way back in 1997 and I haven't been for treatment yet...
| |
− | | |
− | Still here? Good. Still reading? Even better. Still want to make models? Splendid! Now that we've had "The Talk", let's move on to the real reason for all this: making models.
| |
− | | |
− | == You Will Need ==
| |
− | | |
− | For this tutorial, I'll be using the 3D modelling package '''Wings3D''', which you can find here. It's a very powerful piece of software, despite the fact that it's completely free. (Or because of; I'm not sure, you decide.)
| |
− | | |
− | When you build models for yourself, you'll need at least a rough idea of what you want the finished artefact to look like or to be able to recognise it when you see it. That latter skill tends to come with practice, though.
| |
− | | |
− | ==
| |