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Guide_to_Models#548357

<cat>Model.Intro</cat> <title>Guide to Models</title> # A beginners guide to models This guide assumes you've already [created a model](Importing_and_creating_assets#creatingassets) or [imported a model](Importing_and_creating_assets#models). ## Materials 1. If you want ModelDoc to use your material names, simply add a new type by right clicking on the left side of the interface and adding a DefaultMaterialGroup. 2. Click on it and then simply clicking on the magnifying glass icon and looking for the material that we created earlier. It should look something like the picture below. <upload src="aa125/8dad93aad7520fb.png" size="3940" name="image.png" /> You can now compile your model and at this point you should be able to see it in the viewport with it's proper textures. You can fine-tune the materials through material editor and check the differences in real time. ## Physics and Collisions Adding physics to your model is covered [on this page](PhysicsHullFromRender). ## LODs You can learn more about LODs [on this page](LODs). ## Prop Data Prop data allows you to add different properties to your model, which can be used when your model gets spawned as a prop. This is covered [on this page](Breakpieces). ⤶ ## Attachments⤶ ⤶ Attachments allow you to specify positions on a model for use within code, which means that you can do things like spawn particle effects from them - which is great for making bullet casings fly out of a gun, for example.⤶ You can read about attachmens [on this page](AnimEvents,_AnimGraph_Tags,_and_Attachments).⤶