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-   -   all modelers, read this!!! (https://forum.magicball.net/showthread.php?t=4719)

DeVKiNG 2003-01-13 20:18

all modelers, read this!!!
 
now i'm busy making lists with all objects that should be modelled for the game, with screenshot, info and the max. amount of polygons it should exist of, so for the first one-two weeks there won't be a lot modelling to do...
and remember that all models will be low-poly for the game, and the recommanded program for this job is milkshape 3d, but it doesn't really matter to me, as long as you can convert it to .ms3d format file

greetz

waho-san 2003-01-13 21:49

whasn't that my job to :p

Axx 2003-01-13 23:37

you know what?
Im modelling stuff for a company to show them just how good i am on low poly, and i really like the sound of this project, but if you can prove that you have the capabilities, software, to put the models with the physics in the game, id be glad to give you the models i make, youll find them usefull as there all lba, and there about 1500 vertices, perfect for realtime, and there animation goes smoth, as i cleaned up the seams, show me a sample:D

DeVKiNG 2003-01-14 20:27

too early, and don't need the models right away, so be a little pacient ;)

Firephoenix 2003-01-14 22:58

If we give you 3ds, max, dxf or wrl files, can you convert them to ms3d files ?

Hum I'm gonna make some model packs for the different MBN game projects asap...

-----------

BTW - what engine/SDK will you use for that game ?

Axx 2003-01-14 23:44

fp, ill make models for this one, if you need them, telll me anythime:)(im still waiting for my fraking dsl to get activated!, after that ill send you my old creations)

DeVKiNG 2003-01-15 17:34

thank you very much, you can convert almost any format to any format ;) but i'd prefered ms3d or 3ds, cuz they're very common(also .max)

@FP: Making our own engine in OGL/C++ (win version first, but prob. the only platform)

Firephoenix 2003-01-15 18:09

Devking - well I'm experienced in 3D convertion, but the exports almost always lost textures and can easily create important model corruptions, so the file formats must be well chosen.

You'll use the same engine as Xakep_INC, LBAE ?

Axx 2003-01-15 20:35

Quote:

Originally posted by Firephoenix
Devking - well I'm experienced in 3D convertion, but the exports almost always lost textures and can easily create important model corruptions, so the file formats must be well chosen.

You'll use the same engine as Xakep_INC, LBAE ?

do you know how to convert maya... i have one problem, i use a huge variety of textures with very sensitive uv mapping... all my old models were textures applied to the hole object, now i like working by fixing uvs, then applieng a particular map to a particualr uv set... ill demonstrate my capabilitities soon, as for now.. heres my latest creation, sorry i didnt map it yet, because im still mastering maya fur...

the hand was the first real model i made, though its screwed, i did too many conversions, its old...
I worked on the camel somewere in the beginning as well, im recreating a new one, heres the old one, you know it takes me like 15 minutes to get the basic shape out:)

since i began practicing maya ive had al lot of studies, 2morrow im finished... so im gonna practice al lot:)

Axx 2003-01-15 20:38

1 Attachment(s)
sorry forgot to add it:P

DeVKiNG 2003-01-15 20:40

nope, i'll develop my own engine, and in the past, i haven't got any problems with ms3d, so I can't see why we shouldn't use that, but i could also implent multiple format support

Axx 2003-01-20 12:52

Quote:

Originally posted by DeVKiNG
nope, i'll develop my own engine, and in the past, i haven't got any problems with ms3d, so I can't see why we shouldn't use that, but i could also implent multiple format support
no there will be huge complications, and ms3d isnt as good for games and stuff... either max or maya, we cant work except with proffesional stuf, maya has an option to optimize the scene size!

Firephoenix 2003-01-20 22:03

Axx - several uvw mapping channels ? Well, it must bee the kind of thing that gives headaches ;)

Well uvw mappings are very hard to export, if you arent able to create your own prog, good luck....

Hum those animals have good hapes :)
How do you work ? Kind of poly modelling ? I think I'd be able to do such things, but it's take me an incredible time to set all the vertexes and weights properly :eek: Maya looks powerful ;)

Axx 2003-01-21 00:17

Quote:

Originally posted by Firephoenix
Axx - several uvw mapping channels ? Well, it must bee the kind of thing that gives headaches ;)

Well uvw mappings are very hard to export, if you arent able to create your own prog, good luck....

Hum those animals have good hapes :)
How do you work ? Kind of poly modelling ? I think I'd be able to do such things, but it's take me an incredible time to set all the vertexes and weights properly :eek: Maya looks powerful ;)

it took like 1-3 hours of work, maya has the capability to move from one level (low to hight) to another level of detail, like i can right click and choose 0 and edit huge areas together, or choose 6 and edit very very very tine areas of polygons... i wish i could explain why maya is amazing:(

kaderoboy 2003-01-23 09:09

Axx, I really need to try Maya sometime, looks much more powerful than Max :)

DeVKiNG> If possible I could give you my RMP character models. There's juts one big problem, they're all too high poly :P I'll try and decrease the poly count if possible...

Darkflame 2003-01-23 14:08

kaderoboy - Max can do that same function using Meshsmooth. :)

Axx 2003-01-23 15:03

Quote:

Originally posted by Darkflame
kaderoboy - Max can do that same function using Meshsmooth. :)
i think you misunderstoud me, it can switch between editing levels by clicking "level 0" or "level 9" max has no such feature, making it very hard

Firephoenix 2003-01-23 15:26

Max already has lots of editing levels - vertex/edge/border/face/polygon/element :p

But about the detail level, that's eexactly what meshsmooth does : you can go from one detail level to another to edit the vertexes/edges that are created by meshsmooth at THAT level. You can that way obtain a very precise level by setting weightsand positions of the vertexes in each iteration of the meshmooth :cool:

kaderoboy 2003-01-23 20:25

DF> Meshsmooth decreased the poly count as well? ^_^ I thought by increasing the number of itinerations you increased only increased the poly count by smoothening the mesh.

FP> Yeah meshsmooth control level is also pretty useful as well ;)

Firephoenix 2003-01-23 22:57

Kaderoboy - well when you have meshmoothed your mesh to obtain a very smooth one (that's about a such mesh Axx must get in his top level editing), you can then still edit the mesh at a lower level by switching the meshsmooth's edit ing level :)

That's exactly the same thing (even if not as evoluated as in Maya maybe), cause you can as well edit the global lattice of the mesh by going to the level iteration 0 or iteration 1, as well ass the most precise details of the mesh by editing vertexes and efges at the last polygon levels (to have precise eyes, ears...). :cool:

You could also make a such multi level modelling by editing the edit-mesh modifier under a meshsmooth/hsds modifier, but who knows what corruptions it may give in the end of the stack ;)

DeVKiNG 2003-01-24 18:18

please no max vs maya fight, cuz both programs have advantages, and both disadvantages, the problem is: i can't seem to find a lot about maya-file structures, export programs and stuff... :(

So still wait a while before mass production of models, i'll do my best

Firephoenix 2003-01-24 22:30

Hum you should use a more common file format for your engine (3ds or a format yo create), I'm sure Maya has enough export possibilities to reach dxf, vrml or 3ds format :cool

Lucifer 2003-01-24 22:45

Quote:

Originally posted by Firephoenix
Hum I'm gonna make some model packs for the different MBN game projects asap...
That would be very useful - we also need objects for the racing tracks. When do you think you will have it?


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