Silo 2 > General Discussions > Topic Details
Whiteowl Feb 25 @ 12:17am
What do i do after i finish modeling?
Ok, say I made a model, (not yet) after watching tutorials, and what not, and I'm happy with the model, big question here is: WHAT DO I DO NEXT?

I mean, my goal is to make a prop for Garry's mod, once that models done, I have no idea what next, how should I get it colored? How do I get it to Blender? And how from Blender to Gmod?

Do I need to code much?

If anyone can give information or even so much as a link to some tutorial explaining what to do, please do link it! I'm in need to help so I have time to prepare before doing the actual model which will be simple as pie.

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Patrick Griffiths Feb 26 @ 9:48am 
Well ultimately, once you create your 3d model you will need to unwrap it so that you can then texture it.

Then you will likely want to rig and then animate it depending on what 'it' is...

If its just a static model you will want to model > unwrap (uvmap) > texture and all you neeed to do to get the model into blender is save it as an obj. Then import it into Blender. Nothing special is required here.

As far as Garry's mod goes I don't remember the process but YouTube will give you many results for importing things into it and such, I would say first concentrate on creating some actual 3d models before worrying about the process of getting it into Garry's mod.

Its like trying to run before you can walk, first accomplish the task and then move to the next step :P well that's my advice anyway!

Good Luck...


Kind Regards
Patrick Griffiths
Whiteowl Feb 26 @ 3:40pm 
Thanks man! Thats really helpful! I'm gonna try to do my model today, if its successful and not so time consuming, as its just a smallish model which I want as a prop for Gmod to then put it on workshop. I'll see to the rest of the stuff after modeling it later, don't wanna take on everything in one day! ;)

Actually, I plan on making a prop pack of masks, so I'll want to make them all.

Btw, what is a static model, might I ask?
Patrick Griffiths Feb 27 @ 7:37am 
Originally posted by Alexithymia:
Thanks man! Thats really helpful! I'm gonna try to do my model today, if its successful and not so time consuming, as its just a smallish model which I want as a prop for Gmod to then put it on workshop. I'll see to the rest of the stuff after modeling it later, don't wanna take on everything in one day! ;)

Actually, I plan on making a prop pack of masks, so I'll want to make them all.

Btw, what is a static model, might I ask?

Static just means inanimate... A model that wont be animated at all or have any deformations based on joints and such.
Whiteowl Apr 4 @ 11:28pm 
I come back here today to ask for help again. I've created a bunch of models I plan on using as ragdolls (or props). I have Blender now, and I can't seem to open the Silo files with Blender! I've tried every format! And nothing happens!!
Patrick Griffiths Apr 5 @ 12:18am 
OBJ works fine... I have transferred my model files from Silo to Blender and Maya that way... Sometimes its listed as Wavefront OBJ.

What problem are you having exactly?
Whiteowl Apr 5 @ 12:35am 
Well, because I have the files in .sib format (because when making the models, I didn't bother with format), I change them to .obj via 'save as' and place them on my desktop for ease of access, I go into Blender, use the 'open,' search on desktop, but no obj. file is there.

I did some researching, and seems I need to go to 'import' in Blender to find the file, I tested this, and it worked, except the format I made the model I wanted to place into Blender was .3ds as Silo can put it into that format.

Would this be the reason I couldn't find my (whatever format it is) file from Silo?

And is there a segnificant format it should be in from Silo? Because this model I want to edit will be a Gmod ragdoll, following the others I've made as well. Not to mention, when I finally opened the file into Blender, via 'import,' the model was green, is this normal?
Last edited by Whiteowl; Apr 5 @ 12:35am
Patrick Griffiths Apr 5 @ 1:35am 
Yes with Blender you need to manually import...

So long as Blender can import the format, if won't much matter hwo you export it from Silo but I find that OBJ format works best in all cases, it only contains geometry data as far as I am aware so mnay issues are avoided, whereas .3ds can carry additional scene data that may carry over in some cases. Much like with an FBX file. Often peopel forget to clean their scenes and this causes trouble later on.

The format will only matter to you in your situation later when it comes to getting it into Gmod. You can handle that through Blender though, but as for the green issue you're having I am sure that is related to the material/texture data.

You should be able to just reasign the default material in Blender and it should fix your problem if it's what I think it is.

You just have to remember to use 'Import' with Blender :P also try the obj over the 3ds and see if you still have the issue with the model being green...
Whiteowl Apr 5 @ 1:56am 
Originally posted by Patrick Griffiths:
Yes with Blender you need to manually import...

So long as Blender can import the format, if won't much matter hwo you export it from Silo but I find that OBJ format works best in all cases, it only contains geometry data as far as I am aware so mnay issues are avoided, whereas .3ds can carry additional scene data that may carry over in some cases. Much like with an FBX file. Often peopel forget to clean their scenes and this causes trouble later on.

The format will only matter to you in your situation later when it comes to getting it into Gmod. You can handle that through Blender though, but as for the green issue you're having I am sure that is related to the material/texture data.

You should be able to just reasign the default material in Blender and it should fix your problem if it's what I think it is.

You just have to remember to use 'Import' with Blender :P also try the obj over the 3ds and see if you still have the issue with the model being green...
Ok, thanks man!
Whiteowl Apr 5 @ 2:03am 
I made them now OBJ files, and I see this other file which is a MTL, would this perhaps be a material?
Patrick Griffiths Apr 5 @ 2:29am 
It is yes, but its not too important at this stage. I often just delete it unless I am trying to transfer the material from one software to another but if its just geometry that you're after then you can delete that and you'll still be fine :)
Whiteowl Apr 5 @ 2:32am 
Ok, thanks...I got the models loaded into Blender, and of course, the colors were weird, I guess it doesn't matter, I'd just need to change the material color.

Material doesn't afftect it when I've uvmapped/unwrapped to give it texture, does it?
Patrick Griffiths Apr 5 @ 3:06am 
The material effects how the 3d program/software will render the model in your 3d package. You can just asign another one really easily so don't worry too much about it, unwrap your model and then texture it and you should see that it will load onto the model. I believe that it will be fine :D

I have yet to mess aorund too much in Blender with the material properties but in Maya its real easy to do so I assume its not hard within Blender.

I am currently configuring my version of Blender so that I can use it!! lol - I neeed to get making new tutorials and everyone seems to love Blender XD (Maya preset FTW!)
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