Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: headdie on November 30, 2009, 03:52:57 am
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Personally I'm a newbie at modeling and am playing around with textures
edit: forgot to say I'm using blender
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This needs to be multiple choice. I use Blender for the heavy-duty modeling, UV mapping, and cutscenes, but I use Max for simple exports like missiles and for interface animations.
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Started with max, got pretty good at it, then moved to blender because it's free, powerful, free, easy, free, chock-full of interesting scripts and, of course, free... :p
Still learning it, and I find its modeling workflow is slightly slower than Max's (I miss Max's easy modeling tools, like the combination of Bevel and Extrude in one tool, the 'Hinge from Edge', etc.), but its UV mapping tools are WAY faster.
I like it. :yes:
I'll leave now... :nervous:
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I've tried with Truespace and Blender, still using Blender right now, it's easy to learn and free, what else can you ask for.
There's a new version of Blender out, it's on Alpha0 stage, but it's looking good so far for me.
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Wings3D.
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Blender. FTW. Although I've never tried anything else :nervous:
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Seeing as I require specifically low poly modelling I exclusively use Milkshape 3d for my models. Mind you, I do use three other modelling tools as well, 3dmax studio for final conversion, Ultimate Unwrap for importing/exporting and texture checking and Deep Exploration only for importing/exporting.
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I myself use 3dsmax 2009 for all my modeling and UVing, Vray for rendering and Photoshop CS4 for texturing
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Go Truespace!
Fly be free! . . . .
I model in Truespace 3, i'd use 2.1 but I lost my cd. I UV map with lithunwrap
i also use lithunwrap to export to 3ds so I can generate glowmaps and tweak geometry in max 9 32 bit.
I texture in flash and tweak in photoshop and PSP7 :)
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AC3D for the win!
I've also used Blender to port .dae files to AC3D, but that's about it.
I've not heard of Gmax before, and I still need to try Silo...
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Blender, although I am really new to this modelling thing.
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I use Maya 08 complete... not on the list, and not all that friendly with Truespace. :D Getting models from Maya into FreeSpace is a lot more than a simple chore. :)
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Max, but GMax is a great starter proggy.
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Go Truespace!
Fly be free! . . . .
I model in Truespace 3, i'd use 2.1 but I lost my cd. I UV map with lithunwrap
i also use lithunwrap to export to 3ds so I can generate glowmaps and tweak geometry in max 9 32 bit.
I texture in flash and tweak in photoshop and PSP7 :)
Hm... you DO know tS7 is free by now? :confused:
(advantages: add edges, polygon draw, an uv-editor, nearly working booleans [in model space, at least] , ...)
Anyway - I started in 2001 with Blender, got clipping issues (2 models) and messed up models (2 other) back then. Re-built the messed-up models in tS (v2 at that time was free, as far as I remember) and stuck with tS from then on (bought v4.3 and v6.6, currently using the free v7.6 - I just recently saw there's an 7.61 by now).
Nothing against Blender - either I did something completely wrong back the, or it was just some bugs that'll presumably have been solved by now, but by now I got used to tS's interface, so... :nervous:
I also had GMax at some point, but somehow didn't find a way to convert to FS and thus didn't even really start with it...
Else then that I'm using UltimateUnwrap v2.xx for editing UV's - though the uv-editor in tS7 ain't THAT bad, either.
And for textures several different programs... I once wanted to try GIMP, but somehow I didn't find my way through it's interface...
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max+photoshop
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Cinema 4D r11.5, Photoshop
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qn: How practical are things like Zbrush and XSI in the world of FSO?
(no, i can't do 3D stuff.)
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Mav I know 7's free ;)
3 just feels right, I supplement it with lithwrap. I model all the major features and use max to 'polish it off' one day I may even release something.
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I use Wings3D, though I am considering converting to Blender soon.
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How is Wings, by the way? I've heard of it, yet I've never been tempted to try it...
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Autodesk Softimage XSI Mod Tool
A fantastic bit of kit that I think surpasses Max.
Mind you I learnt modelling with XSI so max is kind of different for me.
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Mav I know 7's free ;)
3 just feels right, I supplement it with lithwrap. I model all the major features and use max to 'polish it off' one day I may even release something.
i think the best turespace was 6.5. 7 seemed too slow, too bloated, and didnt really add anything useful for modeling. it also had a pretty good uv editor (though not as good as the one in max). you could also uv map in ts4, but it was hard as hell.
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Cinema 4d R11 with Bodypaint 3d and Photoshop.
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I tend to use Truespace 3.2 and Blender. Tho i'm still learning blender, and i can't UV map or texture to save my life. But i'm great at low poly models. Its just the other stuff i have trouble with. btw, any help on that kind of stuff is greatly appreciated.
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Mav I know 7's free ;)
3 just feels right, I supplement it with lithwrap. I model all the major features and use max to 'polish it off' one day I may even release something.
i think the best turespace was 6.5. 7 seemed too slow, too bloated, and didnt really add anything useful for modeling. it also had a pretty good uv editor (though not as good as the one in max). you could also uv map in ts4, but it was hard as hell.
Well, at least I got the impression that the Booleans work better in tS7 workspace... though one has to take care not loosing textures by switching between model- and workspace + booleanizing , if one already does have textures applied.
I also recently started re-doing my Jalkehi's uv-map in tS7, and so far it works nice... though my try at uvmapping the Aurora got ground to a halt because of the way I modeled it's cockpit made it somewhat impractical to be uvmapped :nervous: ... I'll have to try again another time, though.
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booleaning is a cheap way of doing stuff. i dont even use them in max. in max you can attach, and if desired, clean up the seam manually (and sometimes theres no point and it would just add polies).
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Boolean operations aren't necessarily cheap, but they do require one thing: tact.
Every program is different, and the performance of the boolean operations for each are imaginably unique to the respective program. I find the most effective operation in AC3D to be the "knife" operation whilst making a backup of the original cut section so as to ensure the accuracy of the new cut. Then it's a matter of cleaning up the cut area: re-combining surfaces, deleting extraneous verticies, etc. When I'm done, the results are perfect, but it takes a little effort to get there. Personally, I like booleans as they enable my perfectionism to work, albeit with maybe just a bit more effort.
Practically applying subdivisions, now, is an art!
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Practically applying subdivisions, now, is an art!
THE TRUTH!
****ing sudivisions...
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I actually did that for the first time with that "chocolate chunk of DEATH" I uploaded to the "Sandwich" thread. As I've said, "upping" the organic curvature with subdivisions, committing the subdivision, and then reducing that curvature with a polygon reducing tool can work wonders if done properly. Then, spend a few minutes cleaning the mesh up, and you can have a pretty cool result. Apply subdivisions again, and you'll have a beautifully organic model.
:p
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i think its easier with a "crumple" tool, basically, you select some vertices, hit the crumple, and it randomizes each vertex position in relation to its current position and the position of the polygon object itself.
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Depends on the program you have. AC3D might have such a feature, but I'm not aware of it if it does.
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Cinema4D :p
also... that model of yours sucks :p
as a basic shape from which to extrapolete further, its fine, however, its rather horridly... overpolied so to say.
[edit] here's a quickie. made from a very crumpled crapheap of a model (67k polys), rendered out to a normal map with xNormal, and applied to a 72 polygon sphere.
(http://img264.imageshack.us/img264/7673/chocod.th.jpg) (http://img264.imageshack.us/i/chocod.jpg/)
yes, and i am very much aware that it looks more like a crumpled ****ball than anything else.
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Wow!... :wtf:
That was a bit rude, I must say.
Which one? There were two models in there. I'm aware there wasn't too much effort put into those, but it is a space cookie... of doom. :P
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as i said, the shape of your chocolate chip was ok, but it needed much more optimisation and less polies.
and the ****ball comment was at how mine looked. :p
and... LET LOOSE THE SPACE COOKIES OF DOOM!
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Maybe it's one of those Frech truffle things? :p
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nothing is flaking off of it, but it could be, it could be xD