Hello everyone!! This tutorial is to show everyone how to use sketchup to make a fast and simple model for use in hammer!!! FOR FREE!
Tools you will need:
Google Sketchup (free version)
Play Up Tools (this is a plugin for sketchup in its alpha stage)
Texture editor of your choice
Before we start.. there are some things i should point out. This is to make SIMPLE models only.. anything complex.. and some of the faces of your model will not be rendered in game. You cant export a model with plane colors from sketchup.. you need actual images. If you want a red ball.. you need to have a red picture and use that as your texture. Also.. playuptools cant export collision models.. but i will show you a work around for it.
OK sooo lets think of a simple model that we could use in TF2.. hmmm.. how about a TF2MAPS.NET billboard? Sounds good to me! First.. open sketchup
step one.. delete this idiot:
OK lets start off by making a flat board with some 3d text on it
1" in sketchup = 1 unit in hammer when exporting with playup tools.
What shape should this be? hmm.. how about that TF2MAPS.NET logo on the top of this page? Sounds good to me!
Make a rectangle with the "rectangle" tool and raise it off the ground with the "push/pull" tool. There you go you have a 3d block now!! I used one that is 48' long, 16" deep, & 12' high.
Notice i'm using the logo as my guide. How do you do that? Select the front face and click paint bucket.. then create material.
Click use texture image and select your guide image to use. You will have to scale this because it will be tiled.
OK Now we have to trace around the border to get the shape. Once this is done.. delete the crap around it.. the use the "push/pull" tool if needed. RESULT:
Next.. lets add the text like the logo. You will have to DL a TF2 font to do this. or trace around the logo's txt.
The 3d text tool is under "tools". Add it on the face and make it look like the logo.
Now.. if you recall me saying before.. a complex model wont work. So we're just going to make the "TF2MAPS.NET" look 3d. the text below will be a part of our texture map. Also.. if you used the 3d text option.. it starts as a component so right click on it.. and click explode.. then intersect these letters with the main model.
RESULT:
OK well.. we're done lets texture it. This way we can use this on a wall.. or use brushes to make wooden beams to hold it up.. or anything we want!! maybe even some cables to hang from a ceiling. To texture it.. just use the paint bucket and any textures you want. I'm going to use the one we used to trace with.. except i'm going to make it clearer because i had to stretch it.. tweak your textures and see what you get!! Here's mine:
OK Now its time to get this in game. First.. select everything, right click.. then turn it into a component. name it whatever you want your model to be named. i named mine tf2mapssign.
Right click on it.. playup properties.. then export component. once it's complete it will be ready to use in hammer!!
Ohhh but you notice there's no collision model.. ouch!! If you want to make your own you will have to edit the .qc file that is exported into your modelsrc directory.... and recompile the model. Sooo sadly this model is too complex to make an accurate collision model in sketchup.. you would have to use XSI or a more powerful tool to do this. I will still upload this to the website.
You will also notice it made a crap load of .vmt and .vtf files.. this is normal.. the playup tools just turn the images into those formats and put them in your directory. There is no texture mapping involved with this.. which is another reason you would want to keep your models simple.
IN GAME:
I'm sorry if this is hard to understand i was in a hurry and i blow at teaching things. I recommend learning how to use those tools.. like reading their instructions prior to doing this stuff if you decide to.. And once again.. don't use this stuff unless it's for a quick detail prop you want. At least until playup tools matures and can do a lot more. BTW.. the model has no back and the collision model is crap (yay sketchup).. so if you want to use it i recommend somewhere that players wont be able to see behind it. I hope someone found this interesting!
Tools you will need:
Google Sketchup (free version)
Play Up Tools (this is a plugin for sketchup in its alpha stage)
Texture editor of your choice
Before we start.. there are some things i should point out. This is to make SIMPLE models only.. anything complex.. and some of the faces of your model will not be rendered in game. You cant export a model with plane colors from sketchup.. you need actual images. If you want a red ball.. you need to have a red picture and use that as your texture. Also.. playuptools cant export collision models.. but i will show you a work around for it.
OK sooo lets think of a simple model that we could use in TF2.. hmmm.. how about a TF2MAPS.NET billboard? Sounds good to me! First.. open sketchup
step one.. delete this idiot:
OK lets start off by making a flat board with some 3d text on it
1" in sketchup = 1 unit in hammer when exporting with playup tools.
What shape should this be? hmm.. how about that TF2MAPS.NET logo on the top of this page? Sounds good to me!
Make a rectangle with the "rectangle" tool and raise it off the ground with the "push/pull" tool. There you go you have a 3d block now!! I used one that is 48' long, 16" deep, & 12' high.
Notice i'm using the logo as my guide. How do you do that? Select the front face and click paint bucket.. then create material.
Click use texture image and select your guide image to use. You will have to scale this because it will be tiled.
OK Now we have to trace around the border to get the shape. Once this is done.. delete the crap around it.. the use the "push/pull" tool if needed. RESULT:
Next.. lets add the text like the logo. You will have to DL a TF2 font to do this. or trace around the logo's txt.
The 3d text tool is under "tools". Add it on the face and make it look like the logo.
Now.. if you recall me saying before.. a complex model wont work. So we're just going to make the "TF2MAPS.NET" look 3d. the text below will be a part of our texture map. Also.. if you used the 3d text option.. it starts as a component so right click on it.. and click explode.. then intersect these letters with the main model.
RESULT:
OK well.. we're done lets texture it. This way we can use this on a wall.. or use brushes to make wooden beams to hold it up.. or anything we want!! maybe even some cables to hang from a ceiling. To texture it.. just use the paint bucket and any textures you want. I'm going to use the one we used to trace with.. except i'm going to make it clearer because i had to stretch it.. tweak your textures and see what you get!! Here's mine:
OK Now its time to get this in game. First.. select everything, right click.. then turn it into a component. name it whatever you want your model to be named. i named mine tf2mapssign.
Right click on it.. playup properties.. then export component. once it's complete it will be ready to use in hammer!!
Ohhh but you notice there's no collision model.. ouch!! If you want to make your own you will have to edit the .qc file that is exported into your modelsrc directory.... and recompile the model. Sooo sadly this model is too complex to make an accurate collision model in sketchup.. you would have to use XSI or a more powerful tool to do this. I will still upload this to the website.
You will also notice it made a crap load of .vmt and .vtf files.. this is normal.. the playup tools just turn the images into those formats and put them in your directory. There is no texture mapping involved with this.. which is another reason you would want to keep your models simple.
IN GAME:
I'm sorry if this is hard to understand i was in a hurry and i blow at teaching things. I recommend learning how to use those tools.. like reading their instructions prior to doing this stuff if you decide to.. And once again.. don't use this stuff unless it's for a quick detail prop you want. At least until playup tools matures and can do a lot more. BTW.. the model has no back and the collision model is crap (yay sketchup).. so if you want to use it i recommend somewhere that players wont be able to see behind it. I hope someone found this interesting!
Last edited: