[GIMS Evo] [3ds Max] How to make a custom ped! [PART 2]
Hello guys! About four months ago, I made a tutorial that tells people how to load up ped models into GIMS Evo. Of course, I was supposed to make more, but I never got the time. Anyway, here I am, making the second part of the tutorial. In this part, we will be modelling the new mesh that you saw in the first tutorial.
NOTE: I will use Blender to model that thing you saw. However, if you are good with any other programs, just follow the same export fbx - import fbx technique I show in this tutorial. You don't even have to do the export and import if you want to model inside 3ds Max!
Exporting the uppr model
We will continue from where we started, which was here:
First, we will need to select the uppr model mesh. When you do it, you will see that the outline turns blue:
Now, if you look over to the left side, you will see that the uppr model is also selected, in the hierarchy. This is a huge help, so we don't have to go digging through the hierarchy of all the other objects:
At this, point, you need to save. You'll understand why later. To save, press the MAX button at the top left corner and press Save As:
And save to the Game Modding folder, as "Base Model":
Once saved, we can now go back to our scene. What you have to do now, is drag "uppr_000_u_high" up to the bottom, so its out of all the other objects:
Then, click on the which is next to the uppr mesh, so it turns grey. What this will do, is hide it, so we can't select it in the viewport:
Now select the remaining mesh by dragging your mouse over the whole ped, and then right click, and then press the Delete key. What you will be left with in the hierarchy, is the uppr mesh you hid. If you press the again, it will appear!
OK, now we are off to exporting. Press the MAX button again, and press Export:
Choose Autodesk FBX in the type, and name it "uppr mesh", and save it in the Game Modding folder:
Press OK on the next two prompts. Anyway, you have exported the uppr file! Yay!
Loading into Blender
So, you have your FBX file exported, now you want to actually make the model. Well, I'm going to use Blender to model the new component. What you want to do, is start up Blender, and delete all the extra stuff in the basic scene, by pressing B to toggle drag select mode and holding and dragging my mouse over all the objects to select them:
And pressing the delete key:
Now, press File -> Import -> FBX, and navigate to your "uppr mesh" fbx file:
Once you import it, it will look like its not even there:
So what you wanna do, is first press A (if its not selected, if it is, then no need) and then press S and then, just type in 300. Hooray, your model is in!
(Don't worry about the pink/blue color, that doesn't matter.)
Making the model
So, since making the model and explaining it to you by text will be hard... I think I'll just do it with video. If you need more help, please feel free to ask about it!
(sorry for no high-quality, idk how to use OBS )
In the next part, I will tell you how to attach the new part we made, to our base ped. Until then, bye!
so did you secceed exporting model without any bugs? if so can you explain it?
@lazlow555 I did, although I don't have the time for it rn.
@lazlow555 It's not easy to explain it without pictures, so please wait.
@AHK1221 I figured it out by myself, only problem textures, i apply my own and add them to ytd, but in game i see old textures, from gta ped. how to fix this?
@AHK1221 Did you ever do part 3?
I'm working on a big project, and I've been trying for days now to attach Biggies head to several different skins, but I can't make the mesh attached to the bones. When I export Biggies head it doesn't export as .odd, it exports as .odr, and is a separate file from the bankman (which is .odd). I believe part 3 of this can help me out with my issue, is it coming any time soon?