Author Topic: Why TS?  (Read 1889 times)

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Offline Setekh

  • Jar of Clay
  • 215
    • Hard Light Productions
It's common knowledge now in the FS community that to get a model into FS2, you'll need to go through cob somewhere along the line. But here's the question - why did we start off using TS? Why not 3DS? I can understand because of the cost of this program, but why not Blender? Thoughts?
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Offline Jabu

  • One of our many cases
  • 29
Because texturing in Blender is a SQR(*****).

Don't know about 3DS though...

 

Offline Martinus

  • Aka Maeglamor
  • 210
    • Hard Light Productions
You can pretty much call the texing tools in blender cheapo (but not bad considering) versions of the 3DS ones. Same with milkshape.

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Offline Darkage

  • CRAZY RENDER RABBIT
  • 211
There is a texturing tool for blender in the tutorial section of the blender site,i never used it but it seems quite handy

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Offline Fury

  • The Curmudgeon
  • 213
I am also interesting about good modelling/texturing programs.

I don't have almost any experience yet, but as summer holiday is coming I am intending to start learning modelling and texturing.

In fact, I have planned my own corvette for FS2, but I don't have skills to do it yet.

Currently I have Blender, Truespace and 3ds max of some kind.   Blender's interface is a bit different from others...

 

Offline wEvil

  • The Other Good Renderer
  • 28
    • http://www.andymelville.net
well anything at the level of 3dsmax or better cuts it for me.

cheaper programs just dont have the features.

take the difference between 3dsMAX4 and Maya3....scary. The two programs just don't compare, the same can be said comparing MAX or lightwave to truespace or formZ.

They're all powerful programs, but if you pay d*ck, you get monkeys, as they say..

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...Because budget doesn't pay.

 

Offline aldo_14

  • Gunnery Control
  • 213
TS is free (at least 1) - that's why i use it.  I totally hate it, because the UV mapping is a pain in rrrs' and tends to screw up the model.

 

Offline Martinus

  • Aka Maeglamor
  • 210
    • Hard Light Productions
UVW mapping is almost always a time consuming process, it's one of the least fun parts of modelling. One of the good things about max is that you can see in realtime how the texture you are applying and manipulating looks.

One of the more important things is getting a good texturing technique but bear in mind that faster isn't always better. "Trial and error" is the phrase you're going to get to know well as you start out.

  

Offline Max Sterling

  • Veritech Ace
  • 26
    • Skype
    • http://www.steveracer.com
actually, texturing in blender is Awesome... you should see what The Kenny was able to do... but as far as I know, you can't export the textures from blender.

The only file types it saves dont seem to work..



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