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번역 관련 문제 보고
Models must be converted from whatever 3D format you are using to create your models into something that is valve compatable. In other word, from your obj, blend, maya or whatever program must exported to SMD format. All bones and reference points need to be described in a QC file. (see this for model design https://developer.valvesoftware.com/wiki/Model_Creation_Overview#.SMD_files)
From there they have to be compiled into Valve mdl format and all your skins converted to vft/vmts. (It's a lot of work and the above is just a short descriptive of what has to be done and there is info on the Valve Developer website describing the process here https://developer.valvesoftware.com/wiki/Compiling_Models_Basics).
Once they have you have your models converted, you have to import them to either the Usermod or another folder under the game folder and must conform to the models/materials rules imposed by valve. If you've converted your model to valve format and they work in the test environment, you can follow one of these 2 videos to get them into SFM.
http://youtu.be/6PS1xHbSByI
http://youtu.be/DPTQ32g4Wi4
Hope this helps...
https://developer.valvesoftware.com/wiki/Compiling_a_model
I've been working like crazy to learn the modding process and create my own custom models:
http://steamcommunity.com/sharedfiles/filedetails/?id=125333111
For now I've taken it as far as I want to go and has mainly stay within the realm of props, no custom characters yet.
Shotz,
Like pmike says, I haven't seen a SMD export tool for mudbox, but if you can export WaveFront .obj, 3dStudio .3ds, Lightwave object .iwo, milkshake 3d .ms3d, blender .bend and a whole bunch of other formats, then blender can open them. The biggest pain of the process is compiling. One slip in the .qc file and no model. Miss an opening or closing curly bracket { } no model and a cryptic error message that will send you searching websites for weeks trying to find the answer. Most of them lead you to a "Doh, am I ever stupid, fixed it" with no info on how the fix was completed. Or a "Thanks for the email, mate, that worked" answer.
Anyway, check out blender when you need to export to SMD format.
http://students.autodesk.com/?nd=download_center
Your skins have to be converted to vmt and vtf formats, but VTFEdit, free program, can do whole folders at a time in batch mode and will write basic vmt files as it converts the converts your tga/png/jpg/bmp to a .vtf file.
Your models have to be converted with reference, collision and physics and animation sequence (if requried) models to SMD then compiled from that to valve format. You need GUIStudio for that, free program. I believe, it can only run 1 .qc at a time, but you can run multiple instances of it (I think.) I'm just starting down the modding path myself.
In fact I just re-compiled my first model successfully last night, the compiling process doesn't take that long if there are no errors. (That's the big thing you have to watch for while compiling.)
It can take a few second to a minute or two per model, if everything runs smoothly just a few seconds.
Just make sure you have everything planned out, ie model names, where they get their textures from and where the model willl be saved.