Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Stealth on August 26, 2002, 10:38:26 am
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OK... this is one of five threads...
how do you START making ships from scratch?
I mean, what programs do you use... how do you start? I've seen some without "skins" i guess? It's just a grey 'shape'... how do you do that?
:: Other Tutorial Threads ::
Tutorial: Skinning/.TBLing Ships (http://www.hard-light.net/forums/index.php/topic,9628.0.html)
Tutorial: Rendering (http://www.hard-light.net/forums/index.php/topic,9625.0.html)
Tutorial: Turrets, Engines, etc. (http://www.hard-light.net/forums/index.php/topic,9627.0.html)
Tutorial: Creating Ships
Tutorial: Anything Else (anim, etc.) (http://www.hard-light.net/forums/index.php/topic,9629.0.html)
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trueSpace 5.1 and nothing else. :) It's also got an easy to use hierarchy, which makes dealing with turrets and stuff a helluva lot easier!
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Originally posted by Killfrenzy
trueSpace 5.1 and nothing else. :) It's also got an easy to use hierarchy, which makes dealing with turrets and stuff a helluva lot easier!
link?
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how lazy r u? www.google.com most of us hav to search to find things in the first place. Put Truespace 5 into google and it will spit out exactly wot u want.
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OK OK OK OK OK
you made me feel bad :)
google it is
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3ds max (what I use nowadays) has a handy-dandy tutorial on games modelling (on modelling a spaceship) :nod:
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Moved where it belongs :rolleyes:
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Originally posted by aldo_14
3ds max (what I use nowadays) has a handy-dandy tutorial on games modelling (on modelling a spaceship) :nod:
Yes, that it does. And it's got handy features like flip polygon.
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uh. last I checked 3dsmax was USD $3500.00 at http://www.discreet.com
Ah well, my $79 trueSpace 4.3 should be arriving any day now (not like I expect to have any skill as a modder :blah: )
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Get your head round modelling with TS first. Then once you can make nice stuff in TS, we'll talk about conversion and POF data. :)
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BLENDER!!!! :nod: :D
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Originally posted by AqueousShadow
BLENDER!!!! :nod: :D
And here's a tutorial to go with that (http://freespace.volitionwatch.com/fs2/mods/fighterguide/)... By Max Sterling.
I use MAX for my stuff, but Any modeler should work, as long as, you can save/export/convert to .cob in the end.
Most models of mine start off as a primitive. Then I resize, extrude, bevel...
eventualy I have a ship model. *more or less complete :nervous:*
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Originally posted by AqueousShadow
BLENDER!!!! :nod: :D
Is Blender OK for building FS models?
How about texturing, rendering, etc.?
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Blender can do the geometry, but you'll eventually need MAX or TS to do the texturing. That's why I say stick with TS, as it does everything.
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Originally posted by Thunder
Moved where it belongs :rolleyes:
In the art forum? :rolleyes:
Edit : its in both... :wtf:
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Loudly clears throat! Milkshape 3D YAY! (I always add the YAY part, it doesn't have YAY in the name)
flip polygon? I hope he was being sarcastic! We really sould get a sarc tag....:rolleyes:
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Originally posted by AqueousShadow
BLENDER!!!! :nod: :D
Blender is good and is free, but It allways make you model with a so called Inside of Poligons (still don't kwon what are those but ppl that have seen or sue my models allways tell me that):(
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flip polygon? I hope he was being sarcastic! We really sould get a sarc tag....:rolleyes: [/B]
ummm, flip the way the poly faces. i don't wanna know what you thought :nervous: :D
Blender is good and is free, but It allways make you model with a so called Inside of Poligons (still don't kwon what are those but ppl that have seen or sue my models allways tell me that)
it does use double sided polys if thats what you mean. if you set truespace to import dxfs in certain ways, and make sure the object is solid (ie no holes) then ts will automaticly set all the polygon normals :rolleyes: to face outwards, fixing it. (i think :) )
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What I meant about the faces thing was every modeler I have seen has that in it!