Table of contents

Zanoza Modeler (ZModeler) was developed as an independ 3D editor, that makes possible creation of custom add-on objects to Direct3D based games. In a beginning it was adapted for Need for Speed 4, but later it became more independ. Independly on what game will use your custom add-on object, there are some common rules and approaches in creation of custom objects. This tutorial describes how to create add-on CARS from scratch. Just from first start of ZModeler up to final tuning steps. And, of cause, this tutorial can be applied to creation of any objects. If you have previously modeled in 3D Studio Max, then I strongly recommend to read the following chapter. Well, the 3DSMax is an universal 3D modeling program, but since it's aimed to another class of objects (high-detailed) you might get a lot of difficulties when lunching you add-on object in the game. More over, 3DSMax seems to be unadapted for that type of modeling. First of all, the main distinguishing feature of ZModeler is that it's adapted for Direct3D and, as it's expected, supports a lot of it's features: Shading - 3DSMax has an absolutely different uproach to shading of polygons. All the polygons has a so-called Normal vector that used to determine how the polygon will be shaded. The following image illustrates, how it works: Direct3D has another approach to shading. In D3D the vertices has normal, but not the polygon. Thus, when the normals of the vertices are non-parallel, the polygon appears smoothly shaded. That's imitate smoothness: But that doesn't mean that D3D polygons are always smooth-shaded and D3D can't render sharp edges. As you might expect, it's all possible. To achieve that you can create the vertices double, that the polygons doesn't share verticies; and what the vertices are double, the normals can be adjusted, that they are parallel: Mapping - 3DSMax differs in mapping too. In 3DSMax texture mapping coordinates are assigned to the vertices. Thus texture of two polygons matches on the edge: In D3D the polygons has UV mapping, but not vertices. Thus you can assign any mapping to merged polygons and that texture might not match on the edge: There are also some other differences that are not worth been mentioned here.

Table of contents