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Steps for creating a Submachine Gun?


dahwhat

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I'm curious how everything works out, as to a rough start when modeling a weapon such as an assault rifle or submachine gun. I'm currently tossing around the idea of modeling a PPS-43, all the tutorials kind of lose me past 3d Max. Anyone with experience do you model the weapon as one piece, and then separate it into a muzzle, receiver, mag, stock, scope, etc... Or model all the pieces separately? After modeling the weapon, what steps would you take? I'm obviously not looking for anything extensive, I'm assuming it would go something like:

 

1. Model the weapon

2. Seperate into various parts, reciever, muzzle etc...

3. Animations

4. Port to NIF? Watched a tutorial on this and I'm using 3ds max 2016 so not sure how I'll be able to do this

5. CK

 

Sorry for the noob questions!

 

 

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You've pretty much got the steps down, but even exporting .nif with the newest version of 3ds max I think you have to do a little work in Nifskope. If your version of 3ds doesn't support the .nif export just follow the steps for Blender. That is, export as .obj and use outfit studio to convert to .nif.

 

So, something like this.

1. Model the weapon/parts. In Blender I do all my modeling in the same file, but as separate objects, but you can also make it all one model, then separate the needed parts into different objects when you're done. Do what works best for you. If you make it all one model, make sure there is a clean, even edge/seam between sections you want to separate, so you don't have to make any cuts to separate them. Technically, I think FO4 still supports single mesh weapons (well, single except for the moving parts), but I haven't messed with that.

2. Animate, if you know how and have the tools for it. I don't know much about this step, as I can't work with the FO4 skeleton in Blender. I'm pretty sure you'll have to import the skeleton rig into 3ds to make animations though.

3. Export. If your version of 3ds Max supports proper .nif export, use that. If not, export as an .obj and convert to .nif through Outfit Studio.

4. Clean and format your .nif for gameplay in Nifskope. I suggest referencing, or even porting your mesh into an existing .nif.

5. Use the CK or FO4Edit to add your new weapon to the game.

 

There will be a couple other steps to get animations running, but as I said, I don't really do that part.

Edited by jkruse05
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You've pretty much got the steps down, but even exporting .nif with the newest version of 3ds max I think you have to do a little work in Nifskope. If your version of 3ds doesn't support the .nif export just follow the steps for Blender. That is, export as .obj and use outfit studio to convert to .nif.

 

So, something like this.

1. Model the weapon/parts. In Blender I do all my modeling in the same file, but as separate objects, but you can also make it all one model, then separate the needed parts into different objects when you're done. Do what works best for you. If you make it all one model, make sure there is a clean, even edge/seam between sections you want to separate, so you don't have to make any cuts to separate them. Technically, I think FO4 still supports single mesh weapons (well, single except for the moving parts), but I haven't messed with that.

2. Animate, if you know how and have the tools for it. I don't know much about this step, as I can't work with the FO4 skeleton in Blender. I'm pretty sure you'll have to import the skeleton rig into 3ds to make animations though.

3. Export. If your version of 3ds Max supports proper .nif export, use that. If not, export as an .obj and convert to .nif through Outfit Studio.

4. Clean and format your .nif for gameplay in Nifskope. I suggest referencing, or even porting your mesh into an existing .nif.

5. Use the CK or FO4Edit to add your new weapon to the game.

 

There will be a couple other steps to get animations running, but as I said, I don't really do that part.

Thanks a ton for this, I've spent a lot of time on Youtube and it's a bit overwhelming when I'm not 100% sure what steps should start first.

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