PlaneShift

Gameplay => General Discussion => Topic started by: Mephisto on July 21, 2002, 02:23:56 am

Title: People making "fan models"
Post by: Mephisto on July 21, 2002, 02:23:56 am
What program do you use?

could you please give me a link to the page of the proggy?
Thanks
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Post by: Link on July 21, 2002, 03:54:38 am
I like 3ds Max and Bryce, but niether are free and it will be hard to find a good one that is free.
Title: hmm
Post by: Mephisto on July 21, 2002, 04:19:33 am
Does any of them have like a  30 day free evaluation period?
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Post by: TheGeneral on July 21, 2002, 05:07:41 am
I think you can use this, and i belive that is what everyone is using. It\'s called gmax, and it\'s free. You can also try Rhino, both look the same to me. But Rhino is harder to find, look on Kazaa, might work.
Here is the \"Link\" to Gmax Gmax (http://www.discreet.com/products/gmax/)
have fun :D
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Post by: Elentor on July 21, 2002, 04:11:12 pm
Don\'t use Rhino unless u want to make 3,4235436 e+66 polygon count models, like me.
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Post by: boonet on July 21, 2002, 04:37:05 pm
Rhino is a nurbs modeler, and its polygonal modeling tools are very basic and limited. It\'s totally inadeguate for game models. You could try Milkshape3D, which is free (or if not, it has an evaluation period, if I remember correctly). Amapi too is a tool you could try. Personally I suggest the Maya personal learning edition: there is a free demo and the power of Maya is by far superior to the 99% of software packages you can try.

S
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Post by: Cyonamie on July 22, 2002, 07:16:49 pm
i have all these models, SOMEONE TELL ME HOW TO PUT TEXTURES!!:p im so pathetic rnt i.  3dsmax and gmax r very similar, except one is $2500 dollars more:)
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Post by: Spartan8 on July 22, 2002, 07:21:06 pm
There is one little short comeing of gmax. It is meant to make ingame models for certain products. it is not meant to be able to render detailed images. or anything for that mater. gmax connot use textures because of this. but i am sure that you can use photo shop for limited success or even ask some one else to do it for you.
Title: err
Post by: Mephisto on July 22, 2002, 10:52:08 pm
So when using Gmax you can not add textures to your models?
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Post by: Spartan8 on July 22, 2002, 11:07:35 pm
Sadly you are correct. there are several free programs available that you can probably use though.  first find a program that will alow textures, export your model as a file type that both can read then use the new program to import the model and do your texturing there.  i am not positive that this will work but i hope it helps point you in the right direction.
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Post by: Funhouse on July 23, 2002, 01:09:19 am
......uh you can add textured to the models you make in gmax, I\'ve done it, just look at my sword in the \"my sword\" thread
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Post by: Bigfoot on July 23, 2002, 02:52:01 am
Gmax has UVW mapping, and there for allows texture mapping, no 3D programme has a inbuilt 2d package to make textures.

The main thing with Gmax is finding the export file type plugins you need, since Gmax will only save to its own useless file type, unless you can get yourself a export plugin... of which there are a few.

errr and no im not back....
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Post by: stickman on July 23, 2002, 03:10:11 am
can i ask u dev people how many polygons u would have (MAX) for something like a sword?
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Post by: Cyonamie on July 23, 2002, 07:50:36 pm
umm wb and good bye? hehe, ill keep searching for a plugin
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Post by: AendarCallenlasse on July 23, 2002, 08:02:09 pm
Well I use Blender which isn\'t all that great of a prog but I\'ve used it for a while and gotten used to it.  You\'d have a hard time finding it though cause the company that made it, NaN, went bankrupt.
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Post by: ParaSite on July 23, 2002, 11:29:29 pm
I think the 3D team as an average of 125-175 polygons with a maximum of 300. Note that I\'m not entirely sure of this.
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Post by: Elentor on July 23, 2002, 11:42:17 pm
Parasite is right. Absolute max. of 300 polygons to Weapon models.