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== Links ==
{{LanguageBar|KHED|title=kHED}}
 
{{khed|4.1}} is a simple freeware 3D modeling editor designed for low-poly modeling. For a short time (first version released in March, 2009) it has established itself in the community as the easiest editor to learn, even for the beginners. However it has more features than many other freeware editors and some commercial editors.
[[File:Khed_Scr_main_.jpg|frame|alt=kHED main window|kHED main window]]
 
The editor is an alternative style editor or an upgrade to the long running Milkshape 3D which began in 1996 with support for Quake 1 3d models and many others including Source engine models up to 2011 (kHED supports only HL GoldSource, Source 1, and a few other standard types).
 
Both Milkshape 3D and kHED are very fast, easy to use low-level modellers which are focused around the workflow of positioning objects/verticies in the scene, adjusting the 3d camera, then positioning objects again (in quick succession). The 3d view can not click anything in the scene, so swapping back and forth can be done extremely fast, and is uncomparable to other 3d modelling software... because of this, many users don't consider 3dsmax or Maya upgrades, despite their massive features.
 
Quads are not supported in either kHED or Milkshape 3D.
 
{{note|kHed as some difficulties to handle complex models. Some triangles or vertices may not be exported if the mesh is too complex, no matter the size. Recreate the face or the group which poses the problem can solve sometimes, but usually no.
}}
 
Example of exporting issue:
 
[[File:Khed_view.jpg]]‎
 
 
== About the basic kHED features ==
 
:*A simple, convenient and user-friendly interface, that is great for the beginners to start learning the principle of modeling.
 
:*A powerful tool to create triangles and polygons, including polygons with holes.
[[File:Khed_tool_polygon_cmp.jpg]]‎
 
:*A variety of tools for creating primitives: Plane, Box, Chamfer Box, Sphere/GeoSphere, Cylinder, Chamfer Cylinder, Tube and Torus.
 
:*Different primitive creation modes to avoid the need of aligning primitives after creating them.
 
:*A Lathe Tool to create rotational objects by an outline.
[[File:Khed_tool_lathe.jpg]]
 
:*A multi-purpose Loft Tool, that extrudes a 2D object along path.
[[File:Khed_tool_loft.jpg]]
 
:*Tools to modify model geometry with ease: Move, Rotate, Scale, Extrude, Bevel and Inset.
 
:*Precise object selection in any viewport.
 
:*A planar, cylindrical and sphere texture mapping.
 
:*Automatic unwrap of complex meshes (Unfold and Flatten algorithm).
 
:*A powerful Texture Coordinates Editor (UV Editor), that can handle elements, weld/unweld element parts and has handy 3D selection window.


:*Automatic Smoothing Group assigning by maximum angle between triangles and unlimited number of Smoothing Groups.


:*Differents 3D view control modes: around center, around model/selection center and first-person (with arrow keys navigation).


:*Visit the webiste here: [http://khed.glsl.ru/index.php?page=home kHED.glsl.ru]
:*Exporting and Importing:


:*Download here: [http://khed.glsl.ru/download/install_khed_1_1_en.exe kHED.exe]
::*Wavefront Object (*.OBJ)


::*3D Studio Model (*.3DS)


::*MilkShape 3D Binary (*.MS3D)


== A bit of theory ==
::*Half-Life / Source SMD (*.SMD)


::*Half-Life Model (*.MDL)
{{note|The .MDL models you import will put their textures into KHED'S folder.}}
:*Customizable user interface.


:*This section is devoted primarily to those who have not worked previously in other three-dimensional modeling editors and are not familiar with the basic principles and terms of three-dimensional graphics. You can skip it if you already have experience with 3D-applications.  
:*kHED's units are equal to Hammer's units.
:*Adjustable background images to help you build a model from sketch.  


:*Any three-dimensional model of the object, that we see in computer games and other three-dimensional applications, is composed of triangles.  
:*Automatic data restore after crash.  


:*Each triangle is based on three points - vertices. So, moving the vertices, we can get absolutely any triangle. Different triangles may have shared vertices. The triangle has the front and back face. The orientation of the front and back face depends on the order of vertices. Reversing of their order leads to reversing the triangle face in the opposite direction. In most cases only the front face of the triangle is visible. The triangle has also texture coordinates (UV coordinates) for each of its vertices. Texture coordinates are two-dimensional coordinates of pixels in the texture. The texture is a two-dimensional image, and texture coordinates determine how the image will lay on three-dimensional objects. The combination of model texture coordinates is called an unwrap.  
:*Complete user manual.


:*The figure below shows the textue unwrap and the triangle with the applied texture on it:
== Source models support ==
kHED has a built-in support for exporting and importing Source SMD files. Also there's ability to work with VTF textures like with any other picture format.


:*And here is what happens if you change the texture coordinates of one of the vertices:
== Animation support ==
Rigging & Animation is supported in the latest version on Steam (see link below).


:*The triangle has also normals for each of its vertices. Normals are used in the calculation of lighting models. Thus, if the neighbouring triangles will have equal normals for shared vertices, then the junction of the triangles will be less visible:
== Links ==
*kHED on Steam: https://store.steampowered.com/app/976330/kHED/


:*The normals in kHED are calculated automaticaly, by smoothing groups. If the neighboring triangles are attached to same smoothing group, their normals will be identical, and the edge between them will be invisible. Otherwise, each triangle normal are calculated separately and the edge becomes visible.
{{gldsrc sdktools}}
{{sdktools|0}}
[[Category:Third Party Tools]]
[[Category:Third Party GoldSrc Tools]]
[[Category:Non-Steam Applications]]
[[Category:Modeling]]
[[Category:Third Party Source Tools]]

Latest revision as of 17:23, 18 July 2025

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kHED kHED is a simple freeware 3D modeling editor designed for low-poly modeling. For a short time (first version released in March, 2009) it has established itself in the community as the easiest editor to learn, even for the beginners. However it has more features than many other freeware editors and some commercial editors.

kHED main window
kHED main window

The editor is an alternative style editor or an upgrade to the long running Milkshape 3D which began in 1996 with support for Quake 1 3d models and many others including Source engine models up to 2011 (kHED supports only HL GoldSource, Source 1, and a few other standard types).

Both Milkshape 3D and kHED are very fast, easy to use low-level modellers which are focused around the workflow of positioning objects/verticies in the scene, adjusting the 3d camera, then positioning objects again (in quick succession). The 3d view can not click anything in the scene, so swapping back and forth can be done extremely fast, and is uncomparable to other 3d modelling software... because of this, many users don't consider 3dsmax or Maya upgrades, despite their massive features.

Quads are not supported in either kHED or Milkshape 3D.

Note.pngNote:kHed as some difficulties to handle complex models. Some triangles or vertices may not be exported if the mesh is too complex, no matter the size. Recreate the face or the group which poses the problem can solve sometimes, but usually no.

Example of exporting issue:

Khed view.jpg


About the basic kHED features

  • A simple, convenient and user-friendly interface, that is great for the beginners to start learning the principle of modeling.
  • A powerful tool to create triangles and polygons, including polygons with holes.

Khed tool polygon cmp.jpg

  • A variety of tools for creating primitives: Plane, Box, Chamfer Box, Sphere/GeoSphere, Cylinder, Chamfer Cylinder, Tube and Torus.
  • Different primitive creation modes to avoid the need of aligning primitives after creating them.
  • A Lathe Tool to create rotational objects by an outline.

Khed tool lathe.jpg

  • A multi-purpose Loft Tool, that extrudes a 2D object along path.

Khed tool loft.jpg

  • Tools to modify model geometry with ease: Move, Rotate, Scale, Extrude, Bevel and Inset.
  • Precise object selection in any viewport.
  • A planar, cylindrical and sphere texture mapping.
  • Automatic unwrap of complex meshes (Unfold and Flatten algorithm).
  • A powerful Texture Coordinates Editor (UV Editor), that can handle elements, weld/unweld element parts and has handy 3D selection window.
  • Automatic Smoothing Group assigning by maximum angle between triangles and unlimited number of Smoothing Groups.
  • Differents 3D view control modes: around center, around model/selection center and first-person (with arrow keys navigation).
  • Exporting and Importing:
  • Wavefront Object (*.OBJ)
  • 3D Studio Model (*.3DS)
  • MilkShape 3D Binary (*.MS3D)
  • Half-Life / Source SMD (*.SMD)
  • Half-Life Model (*.MDL)
Note.pngNote:The .MDL models you import will put their textures into KHED'S folder.
  • Customizable user interface.
  • kHED's units are equal to Hammer's units.
  • Adjustable background images to help you build a model from sketch.
  • Automatic data restore after crash.
  • Complete user manual.

Source models support

kHED has a built-in support for exporting and importing Source SMD files. Also there's ability to work with VTF textures like with any other picture format.

Animation support

Rigging & Animation is supported in the latest version on Steam (see link below).

Links