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Blender to CoD Modeling Workflow
After many hours of toying around with softwares / plugins / tools I've finally figured out how to get a model from Blender into Call of Duty.

Starting in Blender I create my model and do the UV unwrapping. Once done I can export it as a .FBX file.


Now that I have a .FBX file I can bring the model in to Substance Painter where I paint the material.


When I'm done making the material I export the texture maps. Next I move into Maya where I can convert the model into a .xmodel_export for use in Call of Duty.


Lastly on the file front I open the .xmodel_export in notepad++ and change the material name then convert the .xmodel_export to a .xmodel_bin. Once done, all files are ready to be set up in APE.


APE (Asset Property Editor) is the program for Call of Duty Mod Tools where you set up all assets. In APE I can set the material type, surface, usage & more. 


Now that it's all set up in APE, it's ready to be placed in the level.


Now that i've figured out the modeling workflow, I just need to get good at modeling...  But this essentially removes all limits creatively as I can create any asset I need. This will be essential for the next map in the VKZU being Oslyke. 

Originally I had planned 4 maps for the VKZU but I've decided to cut it down to just 3. These are massive projects and will take a lot of time.

1) 47 Berkerly Lane
2) Oslyke
3) Project: Rendition

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