Is it too late to learn?

Discussion in 'Mapping Questions & Discussion' started by sevin, Jan 15, 2014.

  1. sevin

    aa sevin

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    I've been playing TF2 for about 2 years now and have made a few really basic mods in that time: some custom menu backgrounds, medibeam particles, and a HUD.

    I've long been interested in creating custom models for submission to the steam workshop, SFM, and in maps. The thing is, is that I'm so overwhelmed by all the information and seeming complexity of each step in making, rigging, collisioning (a word I didn't know the meaning of until 10 minutes ago), texturing, exporting etc. a model I just haven't even been able to start.

    I've watched so many tutorials, lurked so many forums, and asked so many little anecdotal questions of a few mappers I've managed to get ahold of, that I've deterred myself from even beginning to model/map because of how complicated it seems to me.

    My question is this: how can I simplify this? How can I reduce all the hundreds of variables and things to keep in mind while mapping and modeling to simple things I can understand? I really want to do these things, I'm just so confused...

    For example: let's say I want to make a chair model for use as a static prop in a map (keeping it simple here) and then rig it for use in SFM. That sounds so daunting to me because according to my basic understanding of how that might work I would have to model it in Blender, texture in Photoshop, code a .qc, export with a special plugin, get more apps to help with compiling, figure out how to import all that into a map and then maybe that's done. But all that scares me and sounds impossible, even after my months of browsing tons of forums and YouTube for answers.

    This post is probably difficult for anyone to understand as well since I don't even know what I'm talking about...

    3D skyboxes, brushes, collisions, prefabs, soundscapes, WHERE DO I BEGIN?
     
    Last edited: Jan 15, 2014
  2. Zwiffle

    Zwiffle L6: Sharp Member

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    It's just planning and familiarity. The more you do something, the easier it is to break things down into small, simple steps, which are very easy to accomplish. Learning something new is like learning to walk - you don't really think about walking once you learn since you do it so much, but as a child you might have to consciously think about putting one foot in front of the other.

    Just remember people do it all the time for a living, so it's definitely achievable. Stop being a dink and take things one step at a time, and before you know it something you thought was difficult will be easy.
     
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  3. henke37

    aa henke37

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    Half the challenge is just getting the tools set up correctly. The data itself is rather simple.
     
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  4. Dev

    Dev L1: Registered

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    One thing at a time, start at the first thing you need to do / learn then once you have the hang of that move on to the next stage. It helps if you think of the learning process as a game you have to beat
     
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  5. sevin

    aa sevin

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    I don't know where to start there either. Isn't it just Hammer for mapping?
     
  6. Fish 2.0

    Fish 2.0 L6: Sharp Member

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    That process you described is pretty much exactly how it works. I still can't wrap my head around it after a year of being on and off about it. Take one setp at a time - model it, then learn to texture it, then learn to export, then compile- it's easier when you forget the rest. Tackle problems as they arise, not 2 weeks before you start the project. That way you have something to show for your work, and you know how to avoid those problems the next time round.