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This is adapted from Fru5tum's tutorial posted on the forum.

A Beginner's Guide to Modding Games[]

Personally, the basis to any tutorial can be portrayed in steps. The listed steps acknowledge later sections, which instruct you or better explain the steps.

Figure out what to Mod[]

Know what you are trying to accomplish! A key step to anything (not just modeling) is knowing what product you want to end up with. Whether it be a md2/md3 model of a DSR .50 or a plastic spoon, understand what you will be doing. Understand what you want and what it will look like to not just yourself but also to everyone else. For our example, we are going to model a Beretta 93R.

Acquire Proper Tools[]

Without tools, you are trying to hammer a nail with your fist. Now, that might be possible (we might never know), but for metaphorical purposes, let's assume it is not. Now that you know what you want, you must know how to get it. For our needs/wants, if we wanted to model a weapon, we would begin with 3D modeling software.

Along the lines of 3D Modeling Software, you have a few that are beginner-friendly to start with. (That is a joke: nothing is beginner-friendly.)

  1. Blender (free)
  2. Maya
  3. 3DSMax
  4. Cinema 4D (my weapon of choice)
  5. Misfit Modeler
  6. Milkshape 3D
  7. (many others)

Acquire the proper tools beforehand for simplicity.

Secondly, what's a piece of art with no flamboyant uniqueness in color?

You need an artistic graphic design program. Some people use the built-in discouraged Microsoft Paint, but it's always up to you!

  1. Photoshop (commercial)
  2. Gimp (free)
  3. Paint (discouraged)

And lastly, the final tool is commitment.

What's a project when you have no effort to continue after hitting a rough patch? Believe me: commitment is the difference between a Berreta 93R and a plastic spoon. For our purposes, we will use Blender and Gimp.

Understand Tools[]

Okay, so now you have a hammer and nail. Before you go smacking nails, you must know how! You don't want to be the guy trying to hammer a nail with the handle of a hammer. It's sad that would be awfully embarrassing but very high on the worldstar, vine, and AFV charts.

Learn your tools! Hotkeys are a godsend. Learn hotkeys when you can, but don't depend on them: nothing's worse than a broken keyboard and all you knew were hotkeys within a program...

Blender, for example, is a learn-as-you-do program, same with Gimp. Practice. Practice makes cake... or something like that.

Use Tools[]

Hammer by the handle and against a nail—but what else could you possibly need?! HANDS! GET IT?!?? HANDS?! Models don't build themselves. If you're Chuck Norris, then yeah, you get an 80,000 poly model in a blink. But chances are you're not Chuck Norris.

Use your tools wisely! If you make a tiny mistake, do not ignore it! It will come back to bite you. Take your time. If you're in a rush, don't be. People would pay more for a late perfect model than an early hideous model. Take your time for practice; make it perfect.

Acquire Modulation[]

Now you have nailed wood to wood. Look at your project—is it what you thought it would be? If it isn't, well, go back a few steps; smile; believe that the answer is there!

Final Touches[]

Well now, you have wood nailed to wood; it's time to pull out the sandpaper and even the crap out of this sucker. Final touches is a time to even out the wrongs, make fixes, and create what should've been.

Test 1[]

TEST TIME

Well now you have a wood-on-wood sandblasted to smoothness, it's time to test this. Look at everything closely; don't take small problems as no problems—if you see it chances are someone else will too.

Draft 1[]

Now draft! Fix what looked wrong in the test; add or remove what you should!

Test 2[]

Final testing, what could go wrong?!

Publication[]

Now you have a sandblasted wood-on-wood masterpiece! Make the most of it! Open yourself up! Pull your brain out—no, just no. Let criticism flow; if it can be fixed, fix it. Don't base yourself on criticism, but don't ignore it either!

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