If you are a model artist and would like to help, please consider contributing!
Selecting what software to use
While members of the team use Zbrush, 3ds Max, Maya, and other software, Blender is preferred as it is used by most of the team and is freely available, making it accessible to anyone. Using software other than Blender can create problems in collaborating on work. Please be aware that in transferring data between software some information may be lost, such as animation data. At a minimum, transferring model and UV (unwrap) data is almost guaranteed with the Wavefront .obj format.
Please see the full article.
The process from start to finish typically goes like this:
- Modeling — A 3D model is created in any of a number of applications; you do not need to worry about what software you use for this stage as long as it can export in a format such as Wavefront .obj. At this stage, it may be either high or low-poly.
- Texturing — The model is unwrapped and textured. If a high-poly model is available, its normals are baked onto the low-poly model.
- Rigging — The model is rigged. From this point forward, if the unwrap (and texture) is to be changed, this must be done in the same program that animation is being done in.
- Animation — The model is animated. If you are using Blender, simply animate the model with its different animations in different keyframe ranges. The order is unimportant. For example, the death animation might occupy frames 0-60 and the pain animation occupy frames 61-120. See the list of animation names for more information as to what animations must be made for each model. Also, when using Blender, have the model face in the +Y direction. The newer MD5 exporter has an option to reorient the model to face in the +X direction.
- Exporting — The engine obviously cannot read .blend files, so the model must be exported to another format that it understands. IQM is currently the preferred format. The process for doing this is described in detail on the Exporting Models page. This is a multi-step process involving configuration editing and packaging.