Character Tutorial

How to Modify a NWN Character in 3d Studio Max and Import it into the Toolset

by Andrew Norman





Step One - Finding Character Model and Texture


To begin working on a character, you first must find a character to use from the NWN Explorer. Open up the program and expand the "NWN Main Data" menu at the very top. Then expand the "data\models_01.bif" tab and open up the "Models" tab. You will see a long list of .mdl files, and to create a character for the game it is wise to use a file that begins with the letter 'c'. I used "c_orcb.mdl" for this tutorial. Right-click the file name that you want to use and choose "Export", then save it to wherever you want. I would recommend creating a new folder titled "Character Tutorial" for this lesson.



We also need to export the orc's texture, so in NWN Explorer, close the "data\models_01.bif" tab and expand the "data\textures_01.bif" tab, then expand the "Textures, TGA" tab. Depending on which model you chose, you should select the .tga file with the same file name as the .mdl file. In this case, I selected the "c_orcb.tga" file, right-clicked, and then selected "Export". Save this file in your Character Tutorial folder along with your mdl file.

Step Two - Bringing Character into 3D Studio Max


Locate the file that you just saved in the Character Tutorial folder. Open up 3D Studio Max and select "File", then "Import". Since by default, under the "Files of type:" section, "3D Studio Mesh (*.3DS,*.PRJ)" is already selected, you have to open up the pull-down menu and select "All files (*.*)" so that your .mdl files appears.



Now select the "c_orcb.mdl" file to bring it into the program. A dialog box should appear, and we want to check the "Don't import animations" option because for now we are just dealing with modeling.



After importing the .mdl file you should see an image of the orc model in your four viewports. It should appear as show below with complete texturing. If your model looks grey without any sort of texture you should go back and make sure your .mdl file and .tga file are in the same directory.



Step Three - Respecting the Hierarchy


We used an existing model because we want to preserve the default animations and behavior that are seen in the actual game. That being said, we want to be able to change as much of the orc as possible without destroying the properties that allow it to function properly in Neverwinter Nights.

So if you are working on a character with minimal geometry such as a giant Pacman sphere, you might want to use a more simple model (e.g. a penguin or bear) that doesn't have humanoid hierarchy consisting of a pelvis, arms, legs, and multiple joints.

You'll notice that when viewing in the "Perspective" viewport, you can see several small cubes around and in your character.  These are called dummies. Dummies help control the hierarchy of your character, so it is very important that you don't delete them or alter them in any way. We'll be using the "Schematic View" in this lesson, which can be found on the top menu bar near the right side of the screen.



When you open up the Schematic view you can see the entire structure of your character. You can navigate in it using the middle mouse button to scroll and pan just as you can in the main viewports. Upon scrolling out you can see tree of blue and green objects.



The blue rectangles represent the individual objects that comprise your character's geometry. Instead of one big 3D figure you can tell that it has separate objects for the head, feet, chest, etc. The green rectangles represent the dummies. As you can see, the c_orcb dummy is at the top of the hierarchy, which is important for the model to export correctly. We won't do anything here yet so you can close the Schematic View for now.

Step Four - Modeling


Now we can start modeling. This whole step is completely dependent on what you would like your finished model to look like. I'm going to go ahead and assume that you don't want your character to have shinguards or a huge shoulderpad with spikes on it, so now we can subtract the objects we don't need. To do this, select any parts of the orc that you would like to remove. I chose to get rid of the shoulder, shoulder spikes, belt, chest strap, sidearmor, beltbuckles, kneepads, and knee spikes. To select multiple objects hold down the Ctrl key while selecting.



Right-click the selected group and go down to "Properties". The Object Properties box will appear. On the Interactivity panel check the "Hide" option, and on the Rendering Control panel uncheck the "Renderable" option. This will make sure these objects won't be seen in our final figure, and will hide them from view while we work on our model. Now that you've done that your character will have taken on a more civilized and hopefully less-violent look.



Now you are free to do your worst. The basic human form is there for you, so it is up to your judgement what to change and what to keep. I decided to make the character less muscular by altering vertex points, and got rid of his shin armor, fangs, and ears via the same method. I was able to create a completely new figure by only utilizing a few tools in 3D Studio Max. Let's start by fixing his right shoulder.



As you can see, removing his shoulder pad left him quite vulnerable. The designers neglected to give him a right shoulder because the shoulder pad covers it up and makes any extra faces a waste of space. We'll start by selecting his right bicep and viewing it in the "Modify" panel on the top right portion of the screen. The bicep is an editable mesh, like all of the other objects making up this character. We will keep them as editable meshes throughout the process so we can bring them back into the game easily. Choose the "face selection mode".



When we have a hole in a mesh we want to mend it by creating a face from the surrounding vertices. After going into the face selection mode, choose the "Create" button under the "Edit Geometry" rollout. Here it is good to have a head-on view of the area so you can see all of the vertices around the empty area. Now choose any one of the vertices and click on it. Move counterclockwise to the next vertex and click on that one. After you've selected the third vertex the face will form.



To continue closing the empty space, start again by selecting the vertex that you ended on to close the last polygon face. Continue this process until you have three polygon's completed with a triangular space in the middle. Do the same counterclockwise method with the triangle in the middle and you will have closed the entire shoulder.

             


We still have a pretty sloppy shoulder, so try using the "Cut" tool in the Edit Geometry menu to add more vertices. Then you can shape it to a more satisfying result.



Keep repeating this process of altering vertices and faces while in the editable mesh mode. You can delete vertices if you want to have less defined angles, but remember to repeat the counterclockwise face technique so your character doesn't have any empty holes. What is most important is that you stay true to the configuration of the dummies and character hierarchy.

Step Five - Bringing Character into NWN Toolset


After a lot of alteration I ended up with this blue man. I took away his hair, flattened out his muscles, scaled his head and hands down, and edited the pre-existing texture to make him look like an idiot. Now that the character is done we're ready to bring him into the toolset.

             


Select "File", "Export", and export the file as an .mdl into your Character Tutorial folder. It is crucial that your file name is the exact same as your root dummy name, which can be found in the "Schematic View" window. In this case the file will be titled "c_orcb.mdl". Now, if you're confident you've done everything correctly, you can close 3D Studio Max because we don't need it anymore.

As of now you should have three files in your Character Tutorial folder; c_orcb.tga, c_orcb.mdl>, and a 3D Studio Max file because you damn well better be saving your work. Locate the "override" directory in your NWN folder and drag the three files into that directory, this will replace the orc_b in the toolset to whatever work you've done. If you'd like to learn how to add your character without replacing anything, check out the tutorial that Peter posted on the blog here, but for the rest of you, get used to the orc being gone from the toolset. After all it is pretty hard on the eyes.

It's time to open up the toolset. Use an existing area...create a new area...whatever. All that we're trying to do is get this character to work. I used a big empty field 'cause it's simple and easy. Just like importing placeables, we have to draw a character first so we can replace it with our character.

Click on the "Paint Creaters" button and choose either a Monster or an NPC to paint, it doesn't really matter what you choose. After your creature has been drawn right-click it and select "Properties".



The "Creature Properties" window will appear, which contains all of the information about how the character behaves, including stats like strength and dexterity, inventory, class, etc. Next click on the Appearance pull-down menu, and if you worked off of the orc_b file like I did you want to select "Orc B".



Once you are happy with the character's properties press OK.



You now have a character that actually works in the toolset. Now save your module and open up the game so you can go beat the crap out of it!