1: Model Set Up

First open up the 3D program of your choice (recommendations can be found in the main page).  The walk through will use Blender however any should be similar.
Open the MagazineModel.blend or import the MagazineModel.fbx file found in the Magazine Template Folder. (Template Link)

You should now see the template and all of the different components found in the Hierarchy view; model and collision  Lets go over what each one does now.

To keep magazines (and other attachments )compatible with various weapons we standardized the models position to have it’s top and rear most point at the origin of the scene. Look at the weapon model guide for more information about this.

Collision

Colliders are used when you drop a magazine on the ground in the game.  These do not need to be perfect, just use enough to cover the general shape of the magazine.  

The colliders are defined by cubes under the “__Colliders” object.  Feel free to reuse the ones in the template or create and delete them as needed.  Set them up in a way that makes sense for the magazine you are creating.

Export

We require a .FBX file so you’ll need to export the model as an FBX.  In Maya you do not need to change any settings as Maya and Unity share the same axis and rotations.  Blender needs a couple of extra settings though.

  1. Open the Export FBX window.

  2. Set Forward to “-Z Forward”

  3. Set Up to “Y Up”

  4. Check the box that says “Apply Transform”

  5. Name the file.

  6. Click “Export FBX”