PlaneShift

Gameplay => General Discussion => Topic started by: bbum on August 24, 2002, 04:05:51 pm

Title: Level design w/ maya
Post by: bbum on August 24, 2002, 04:05:51 pm
Im interested in some level design for PS using maya 4 unlimited

...if I were to send in some designs what format would you want them in? (mylevel.???)

plz respond and ill be sure to send you some of my work soon  :D
Title: dont read this post its long and boring about me
Post by: bbum on August 24, 2002, 04:20:13 pm
btw thought id share alittle about myself since im pretty new to the PS community

I have been into level design with various editors for FPS games ( Unrealed, Worldcraft, radiant ) for around 5 years now and developed maps for different MOD development teams for games like Quake3, Sof2, RTCW, and halflife.

but over the years my gaming taste has converted to MMORPG\'s and latley ive been despratley searching for some sort of RPG development.

Im planning on doing level design for a future carrier so I knew I needed to start learning the bigger stuff.

I tried both 3ds max and maya... maya seemed much more aimed toward level design so I think thats what I will be working in.

I probly wont be posting any pics of my work for around a month  since I still need to convert my skills to maya and get better aquanted with it ...but just thought like saying hi and starting to get to know you guys

Title: excuse me
Post by: tcd12642 on August 24, 2002, 04:22:42 pm
[Post deleted for being both!  - Vengeance]

Title: Cool..
Post by: Tomaseth on August 24, 2002, 04:23:18 pm
Welcome to the community! I\'m sure you\'ll like it here. Have you played the tech-demo yet?
Title:
Post by: boonet on August 24, 2002, 08:28:05 pm
Hi bbum, and welcome to our community.
Part of our level and character design is now done in Maya, so it wouldn\'t be absolutely a problem to use your work. The story about CrystalSpace couldn\'t be more far from the truth: actually we have some working converters to bring our models from Maya and Max into CS for testing, and they don\'t require a specific CS knowledge to the user.
You can find detailed info about how to apply to the team at http://www.planeshift.it, under help us!\\recruitment.
I hope to see you soon in the team.
Title:
Post by: Vengeance on August 25, 2002, 12:15:49 am
bbum,

Please send PM to boonet for more detailed information if you need to.  He is our #1 3d guy at the moment, I would say.

Welcome to the team.  Hope you have fun with us.  :-)

- Vengeance
Title: reply
Post by: bbum on August 25, 2002, 03:07:22 am
I problly wont be actully applying for the team for some time now... since I actully have no level design work with Maya to show at the time =)... I fell im learning maya fast though... I also think that i would be comfortable making a Level with maya at the time...but first i think ill finish a few more tut\'s  :D
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Post by: Tomaseth on August 25, 2002, 03:09:49 am
Okay, sounds good. Umm.. I\'m kind of curious, where could I acquire Maya and for how much?
Title: well
Post by: bbum on August 25, 2002, 03:13:54 am
im not sure but... I think maya is used more for movies than game development (it was used for starwars, shrek, finalfantasy, the perfect storm) so the price is pretty high... dont know exact though

3ds max just seems so more made for Character design to me... but who knows might just be me
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Post by: Tomaseth on August 25, 2002, 03:22:05 am
Yeah, but I can not afford 3ds max right now anyways so I\'m trying to learn Blender for level design. It\'s a little different then some of the other 3d modeling programs I\'ve used.
Title:
Post by: boonet on August 25, 2002, 03:46:04 pm
Actually Maya IS used more for film work animation and modeling, but it\'s quickly invading the game development world too. The main reasons is that it consists of a very complete and powerful set of tools to cover all the aspects of a production pipeline, all packed in a very clever, fast and customizable interface. The problem is that it looks a bit hard to understand at a first sight, but it\'s a problem that disappears after that a few tutorials clarify its philosopy.
It comes in different packages of raising completeness, and a demo version is available too. You can find more info and pricing at http://www.aliaswavefront.com

bbum: about level design: it\'s not totally required that you design entire levels in Maya; you could just help us in the creation of objects and characters for now, until you feel to be ready to pass to more advanced things. The tasks we assign now are varying from very basic to very complex, so I think it won\'t be difficult for you to find something to do if you apply.
Title: well
Post by: bbum on August 25, 2002, 08:21:57 pm
Actully Boonet after 4 days of sitting in a dark room doing tutorials ive already started a level ^^

I feel ive done well on the conversion Radiant and such to maya

Still having some trouble with textures though :/
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Post by: Cyonamie on August 25, 2002, 09:04:27 pm
3dsmax had been used in quite a few movies itself :)) http://www.discreet.com/products/3dsmax/film_list.html
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Post by: boonet on August 26, 2002, 01:02:13 am
bbum: great! So you\'re ready to join the team. I\'m looking forward to see you in :)
Title: almost
Post by: bbum on August 26, 2002, 02:18:22 am
Yep, almost...this texture thing is really not cool :/

When I apply a texture it Stretches itself to fit whatever it was applied to instead of Tileing itself like I would like
  :(  :(  :(  :(  :(  :(

been askin a bunch of 3d forums for help
Title:
Post by: Cyonamie on August 26, 2002, 02:25:13 am
maybe u should tile the texture itself? i dunno, maya doesnt run on 98 :(
Title:
Post by: boonet on August 26, 2002, 02:27:55 am
use the UV Texture Editor and move the signle UVs and you\'ll be able to get what you want.
Title: thnx
Post by: bbum on August 26, 2002, 01:54:06 pm
THnx boonet ...i got all my texture problems fixed out now :)
Title: Haha
Post by: bbum on August 26, 2002, 09:50:09 pm
haha

Inspector Gadjet may not have been the best movie in the world... but the max useage was pretty nice  :D
Title:
Post by: Cyonamie on August 26, 2002, 11:17:45 pm
hey i was just pointing out movies made by it, and minority report had top of the line effects if u ask me, i like the ferrarri in it(maybe itwas lexus, cant remember), i dunno, maya is good for movies, but there is a tiny bit of competition..i thinki ts just wat u start out wiht, for example, i tried maya on a friends computer, hated it, found that i was to used to max, and then i tried lightwave, it was ok, but agin i leaned towards max, i guess its just where u start, its tough starting over(especailly with only a year of experience)
Title: .
Post by: bbum on August 27, 2002, 03:39:59 am
I actully started with max and moved to maya...

there two very different systems... so if youve been using max for a year or so like you said I supouse it would be hard to convert
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Post by: Cyonamie on August 27, 2002, 05:19:41 am
i never really spent much time on maya cuz it doesnt run on my system :P and lightwave costs to much for me :P
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Post by: Tomaseth on August 27, 2002, 05:43:07 am
I might actually look in practicing leveling design. I started giving it a try and it\'s pretty fun. But then again, I have a lot of work to do on make models. I\'m working with GMAX, anyone happen to have any tutorials or anything?
Title:
Post by: Cyonamie on August 27, 2002, 10:42:33 pm
i dont have any tutorials i know of, but if u send me a pm ill tell u some basics  i teach u all the bigfoot taught me, and ill give u some links that he gave me :P (me bows to the big statue kran)
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Post by: bbum on August 28, 2002, 01:39:49 am
you can buy half-life ( like 9$ now ) and it comes with a level creator called WorldCraft ...good way to get started since Level Design is what its made for. or if you have any other games of the sort ( quake2, quake3, Unreal, SOF2. ) Then theres also level creators for them.

OR.. you could just download the level creator without the game and get started with them ...( BTW theres thousands of tuts for these level creators )

http://www.qeradiant.com -level creator for all games
Title:
Post by: Bigfoot on August 28, 2002, 07:51:15 am
Its best to make levels or maps in the provided inhouse software that you tend to get with most FPS games now day.  The thing with maya and max is that there unit sizing is realy variable and appying textureing is a pain in teh ass, teh inhouse level makers like Ued(for unreal tournament) and such are more streamlined and farfar easier to use and have tools especialy usefull for the construction of maps and levels after all the developers use them to make the game ^^. Not to mention exporting teh map from maya and max can cause alsorts of problems such as textures being realigned and objects vertexs being moved around to fit in with unit sizes in teh native games map format not to mention getting the scale of teh map right so that you dont end up with teh player being a ant in some giants playground.

Worldcraft is a nice piece of software (is it still shareware?).

The other major problem with map modeling in max is making objects and such, since in teh inhouse editors there are tools for placing things like enemies and lights and such while in max and maya there is not, often you would have to place a Null object in the map and give it the class name of the entitie you needed often followed by the entities properties. and in most cases the properties wouldnt be alterable in such a situation (the way to place entities in a map would alter dependant on the max/maya exporter you where useing)



this is completely unrealted but thought id share it, back in teh days when I would make levels for Doom and Doom2 (almost 7 years ago) the maps had to be made by using enclosed vectors and dependant on the direction you made them that would alter there normals (visable surface) and such and heights and floor heights had to be done all seperate, and you could never see the textures you stuck on untill you demoed teh level. I tell ya its soooo much easier now with the WYSIWYG editors that are the norm now. persoanly my favourite system of map creation is the carveing system that Unreal an Unreal tournament use, rather than creating a map out of boxes comprising walls and floor which have to be fitted perfectly so as to not have any gaps and hence \"leaks\"as they call em you carve intersecting boxes out of teh world \"mass\" to create rooms and shapes, its jsut that much more efficient and faster than the old .BSP way
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Post by: Shanky on August 28, 2002, 11:34:54 pm
I just started working in 3D about 2 weeks ago, i have to say i really like maya for modeling. 3Ds max may be better, but i couldnt even get the darn thing to work hehe. i say in a month i will be good enough to do some nice designs, i already have a few character designs for PlaneShift im tossing around in my head, and after i get those done ill probably start on a town or something, who knows mabye the team will use something i made  :] . Also any tips you more expirienced fellows have, i would greatly appriciate. my email is bot_works@yahoo.com or you could PM me on the forum.
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Post by: bbum on August 29, 2002, 05:19:05 am
3ds max may be better? hehe ok...

well Im gonna be a little behind on my work for a few days since mario sunshine came out today =)))))))

Probly going to delay any of my PS work for a few days
 :D

Title:
Post by: Shanky on August 29, 2002, 05:20:24 am
i only said it may be better because i had no experience to base my comparison off of, all i have worked with is Maya and even that is minimal.
Title: .
Post by: bbum on August 29, 2002, 06:55:50 am
-bigfoot

Yes, world craft and such are still shareware as they are not professional level designor tools. Merly Level Editors such as the Starcraft or Warcraft map editors.

Maya/3ds max provide much more freedom for level creating and all 3d work alike.
Title:
Post by: boonet on August 29, 2002, 11:00:31 am
I just wanted to touch a point that may be of interest to all the ones of you that are actually designing/modeling things with a PS-related finality in mind: it will be quite difficult to incorporate your models into PS (in the case you want to submit them), because, if nobody gave you styiling/setting/specifics guidelines, they would hardly fit with what\'s required at the moment to be used in areas development. A more focused effort would be applying for the team, which would mean receiving a well defined task and a better position to share knowledge with the community of 3D developers.
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Post by: Gion on August 29, 2002, 04:18:52 pm
where do you guys get the money from to buy thoose programs ?

or are there any free downloads ?

Gion
Title: well
Post by: tcd12642 on August 29, 2002, 04:33:12 pm
Well I know how Princess Aeyla gets\'em, from my \"i have 3dmax can  i help\" post, yes, there are newsgroups that have maya/max/lightwave/softimage up for d/l, but usually, the peeps don\'t have their age in their profile and they r going into college and college students get huge discounts. example:
MAX 5 reg price: I think it\'s around 1,500
MAX 5 STUDENT DISCOUNT PRICE: 499
see how big a darn dif dat dang thing is???
Title: tcd
Post by: bbum on August 29, 2002, 05:43:44 pm
Making a PS Anime Comic are ya tcd?

looking forward to it.
Title:
Post by: boonet on August 29, 2002, 06:39:18 pm
Actually I work as a Technical Director in a 3D animation studio, so I\'m working on a perfectly regular Maya4.0 Unlimited station.
Title:
Post by: Bigfoot on August 30, 2002, 08:18:23 am
Boonet you just made me go all green with envy...

 ;(

I was talking with my brother a few days ago and sortta have inclings to buying a kosha copy of max some time in the relativly nearish future. just need to get a new job so the money drain wont interfear with other plans i got for my savings. And maybe even Deeppaint 3D (nice programme that)
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Post by: Shanky on August 30, 2002, 08:34:50 am
Im lucky enough to intern in a creative services/programming department, though i dont get paid i get expirience and i can get legit copys of most software for free.
Title:
Post by: Gion on August 30, 2002, 09:50:49 am
im just a poor student with no relations in the 3-d artist world.

*snik*

Btw , i did work with worldcraft for a while, but thats only for making lvls.

Think i will try kazaa.

Gion.
Title:
Post by: boonet on August 30, 2002, 10:38:11 am
Bigfoot: yes, DeepPaint is quite useful in conjunction with texture weapons (are those called deepUV now? hmm...), but you need an \'artist touch\' (I know you got it! :) ) to feel comfortable with it. I just don\'t like painting a lot.
Why don\'t you consider Maya too? Now that prices have dropped a lot, it\'s a very (more) powerful alternative to MAX.
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Post by: Cyonamie on August 30, 2002, 11:11:32 pm
maya is ick, it means i gotta go out and buy XP :P
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Post by: Shanky on August 31, 2002, 01:32:38 am
wow DeepPaint 3D looks awesome, i dont mind the painting style aspect of it at all, and it looks easier to use and more specialized than making textures in Photoshop
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Post by: Bigfoot on August 31, 2002, 01:36:54 am
Boonet: my brother has a evaluation version of maya and I find its interface very .. complicated ^^ (hehe thats coming form a Max man very ironic) ever tried Zbrush?.

My brother bought a copy a week ago and it seems very nice, although I havent seen just how it intergrates with Max yet as its textureing system seems very similar to Deeppaint.

Hmmm i just got 266$ for the first 3 days on Jury duty... 50$ a day and 25$ a half day and 91$ in travel expensises. Seeing as im un-employed curently its a nice boost to my funds.
Title:
Post by: boonet on August 31, 2002, 01:44:56 am
Bigfoot: Never tried Zbrush, but I\'ve seen a lot of things made with it and they looked really great. It seems a great tool in the right hands; It lacks animation capabilities though (if I didn\'t miss them while reading around), so it appears like a stillrender-oriented package. Am I right? Again: I don\'t know it: have only been reading things about it in Internet.

I know Maya interface seems a mess the first time you see it: when I had my first impact with it (I was coming from Max too) I couldn\'t figure out how to make things and how to feel comfortable. Now I just can\'t stop loving it, and I hate Max when I\'ve to use it, since its interface is so slow and counterintuitive.

Hey Bigfoot, why don\'t you come back in? :)
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Post by: Shanky on August 31, 2002, 02:03:06 am
I too would recommend using maya, im working with both right now, and maya is definitly my preference, and thanks to bbum i found that maya had the best tutorials in the world just about come right with it, it makes it really easy to get into