Note: Strip will continuously place polygons linked together but I find that particular tool to be more annoying since if you want to change where you're working at you have to stop and sometimes remove a "bad" vertice you've placed, it is much easier in my view to do it one poly at a time. Once that is enabled you can place triangles manually by clicking, each time you click places a vertice, when three are placed it will create a polygon. Now enter Vertice Mode and Click on the cube you created to enter into vertice editing mode on that object (the cube).Ĭreate>Faces>Single. Use the default object tools (I use a cube since it's basic) and simply create a cube below the vehicle so that I have a starting object. You can go about it many ways but this is my method. There are many ways to go about this process but I find it easiest to simply use the default objects in Zmod to create an object for me as a starting point. Starting to build the side profile of the vehicle. I find it often gets in the way more than it helps.Ĭlick the box next to the side view and go under the following: Tip: Turn off the mini-grid to get rid of all the small boxes on the grid view, really it's annoying and not required for what you have to do in order to get the process rolling. Zoom in so that the image takes up the viewport for the side view since this is how I start the process. Press Ok and continue back to the program.Įnsure the picture is loaded by Clicking the box next to Right again and in the drop-down list goto the following: Press the Add button in the pop-up that comes up, find the side view you've saved for this vehicle and import it. Importing the Image: Click the box next to the side view (Right) and in the drop-down list goto the following:īackground>Image>Load Image. If the picture is not "straight" the vehicle model will distort just like the picture does, so you want them to have as limited loss as possible to do the model right. Ensure that the "primary" pictures (side, front, back) are as straight as possible and have as limited perspective loss as possible. This is done by finding either a proper blueprint (which often times is quite difficult to locate) or alternatively, finding images of the vehicle which you wish to do. Right Mouse Button> When in selection modes can be used to select objects/verts.įirstly, you should find the pictures/blueprints you wish to use in creating the vehicle in question. Scroll wheel> Zooms in and out of the Viewport. I use Z1 mostly because the UV map and "assembly" process is much much simpler in my view, although it should be recognized that Z1 does have a few glitches and bugs which were never removed so bear that in mind when trying to use this software. There are many changes between Z1 and Z2 in how the process works so see Itchboy's tutorial for Z2 related modding as mine just covers Z1. While Zmod2 is still required for the conversion process, I myself find Z1 much easier to use and more intuitive compared to it's newer sibling. This tutorial covers what you have to do in order to make a vehicle from scratch using Zmod 1. A comprehensive tutorial which will teach the basics of creating a model within Zmodeler1, modeling it, shaping it, UV Mapping it, importing it into Zmod2, and final conversion to V3O.