PlaneShift

Gameplay => General Discussion => Topic started by: Toru on February 07, 2002, 02:09:22 am

Title: Modeling in A:M: BigFoot Look Here!
Post by: Toru on February 07, 2002, 02:09:22 am
Hey BigFoot (or anyone else who knows this), do you know what Hash Animation Master is? I was wondering if you knew any ways to chage the files into 3Dmax file forms.  I know how to do it in Hash, but no textures come out. (Just the poly\'s)

Also, do you know any free-lance software that can convert into 3dmax form? (hopefully it uses splines like Hash does)

Thanks, hope to be hearing from you. I rally need to know these answers so even PM me or check if I\'m on AIM \"\"please\"\" so I can talk to you a little more about it.


(These above paragraphs can be answered by anyone, yes YOU can PM/AIM me also)
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Post by: whitti on February 07, 2002, 02:11:12 am
Check a few search engines, download.com and other thingys. Bigfoot, Thekkur or another 3D could also answer this...;)
Title: oops
Post by: Toru on February 07, 2002, 02:11:21 am
I made this post cause I forgot to check the \"Email Notification thing\".
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Post by: whitti on February 07, 2002, 02:15:47 am
hehe
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Post by: Cyonamie on February 07, 2002, 03:48:52 am
u can get a free version of 3dstudiomax called gmax at discreet.com, it has most the options 3dsmax has but is a bit more limited :) , it works quite fine for modeling(although i need a lot of practice at cutting down on polys!)
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Post by: Bigfoot on February 09, 2002, 04:17:30 pm
Gmax is fine, how ever you will need the 3dsmax file exporter plugin since Gmax uses its very own file format.. kidna stupid i think.

Gmax has all teh features that max has that you need for low poly modeling. Never heard of Hash master...

Only jsut today I was teaching my friend how to do low poly modeling. We made quite a good head ^^...and a great model for his first attempt. I think hes getting the hang of it quite well.

optimising meshs is easy, just reavaluate the mesh regulary for areas that can or should be made simpler... search for vertexs or faces that dont realy need to be there, or areas that can be done by using less polygons than you currently have for that part. if it can be done by the texture... get rid of it, no need to model buttons, belt buckles and stuff liek that, unless ther overly important to teh design and look of teh model.