Recomendation for Modeling


Sonic
04-10-2004, 11:41 PM
Now, I used to be fairly decent at player modeling in Milkshape,
but I've long lost a key for it. I keep hearing how great all the
other programs are to use, but there are so many.

I like how Milkshape seemed to be fairly easy to use, but dumb
little things upset me. Now, I want to make models most likely
for UT04 or Quake, (though maybe HL based too)

Where should I turn?

note: free to get and easy to make complicated stuff without a
stroke=win

I hear some people harp 3d studio max, while others say it's
overcomplicated for what I need.

I want effiecent and fun, not 3 hours to move a vertex or creat a
custom face.

Trigger
04-11-2004, 12:56 AM
I use Maya myself, but all the major software suites are basically the same, they mostly differ in interface and tools for simplifying complex tasks. Ultimately it comes down to how comfortable you are with the program. Softimage, Maya, and 3dMax all have free watered down trial versions, I'd suggest you try them out and see which one suites you the best. Of course, Marzy is always pushing Lightwave, one of these days I'll have to try it, unfortunately there is no trial version of LW that I know of.

Sgt_Rock
04-11-2004, 01:33 AM
Go get the free game version of XSI for HL2. Yes it is free... Yes you will 'need' it for editing in HL2. Of course it's possible to use other products but if you feel up to the challenge ... this program is gonna be the base software and will be to Milkshape what PhotoshopCS is to MSPaint.

Trp. Jed
04-11-2004, 10:49 AM
Yeah but how do you get the model OUT of XSI EXP into HL1 format?

If your going to model for DoD at the moment and dont want to spend a fortune try GMAX. You may need to use Milkshape though for any final export work.

I still use Milkshape 1.7, oddly it doesnt crash that often, LithUnWrap for UVWMapping ad 3DSMax 5 for animating.

- Jed

Ska Wars
04-11-2004, 11:32 AM
Free Version of Maya (http://www.alias.com/eng/community/downloads/index.jhtml)

Or try GMAX, both are good.

- Ska

Sgt_Rock
04-12-2004, 09:52 PM
The only way to get your work out of Gmax seems to be export to Quake3 and import through Milkshape I guess.

Cheeto
04-12-2004, 09:55 PM
Lightwave blows...

MaRzY
04-13-2004, 12:37 AM
Originally posted by Cheeto
Lightwave blows...

Maybe for those that don't know how to use it, but for us that are in the know, it far from blows, it rocks.:).

Like watch this small demo, this is just one of many ways of modeling in lightwave, you don't no the fun your missing......:D

http://www.presetcentral.com/presets/262-Face_detailing_with_edgetoolp_Mike_RB.zip

Silverghost
04-13-2004, 01:10 AM
MaRzY was on him like white on rice. lol

/me watchs video


mmm.... speed modeling 101 :p

MaRzY
04-13-2004, 01:31 AM
Originally posted by Silverghost
MaRzY was on him like white on rice. lol

/me watchs video


mmm.... speed modeling 101 :p

LMAO........:).

Swedish
04-13-2004, 01:53 AM
Is there any tutorials on how to convert DoD models to Maya?

BTW, any tutorials on how to animate in Maya too? I'm thinking of taking up to animating in Maya.

BTW, nice signature Sonic. :D

MaRzY
04-13-2004, 02:23 AM
There is a program that i just can't get enough off at the min, zbrush2, it's an amazing program, and although it's mainly made for making hi poly models, theres an option to make hi poly model into low poly ones and it good at doing it aswell.

http://209.132.68.66/zbrush2/Z2Home.html

A truly outstanding piece of software.

Cheeto
04-13-2004, 09:27 AM
Originally posted by MaRzY
Maybe for those that don't know how to use it, but for us that are in the know, it far from blows, it rocks.:).

Like watch this small demo, this is just one of many ways of modeling in lightwave, you don't no the fun your missing......:D

http://www.presetcentral.com/presets/262-Face_detailing_with_edgetoolp_Mike_RB.zip Nah, I used it, I made some stuff with it, studied tutorials, studied some sample scenes. It's like 3D Modelling for people who don't know any better. It feels like a GUI shell for a DOS mdoelling proggy that was made back in Windows 3.1. It feels like PANTS! And not the comfy kind, either, but the ones that are too big in places, too small in other places, don't stay straight and keep rubbing you sore. :p

Trp. Jed
04-13-2004, 12:03 PM
Originally posted by MaRzY
Like watch this small demo, this is just one of many ways of modeling in lightwave, you don't no the fun your missing......:D

Quite a cool video that Marz, its a lot like how I made my heads in Milkshape but I started with a geophere and just subdivided.

Only problem for me is I cant help but see things as polys and vertexes - this nurbs, spline and quad type modeling just goes over my head. I always seem to end up with more polygons than I need ultimately. :(

Its painfully slow but I just keep on making all my polys by hand :rolleyes:

- Jed

MaRzY
04-13-2004, 02:00 PM
Well i think you should try and get into some other ways of modeling, someone like you would benefit so much from learning these quicker ways of going around building things. I have done spline modeling before, which is ok, but can take a bit to setup. I much prefer using box modeling methods these days, it's ideal for game modeling. I also enjoy making UV maps with quads, then when finished, convert to triangles, it so much easy i find. And things like when you have to many polygons in an area for example, would be easy to sort out in lightwave, you would just select the polys in that area and merge them into one, problem solved. Also the selection methods are great in lightwave, aswell as fast keys to zoom in and out on the part of the model your working on. I guess because i've been playing around with lightwave on and off ever since my amiga days, i'm just used to it, to me it's the most logical and useful modeling program i've ever used, and i've used a few in my time. Like any program that has depth, it takes time to master, but once you have, you could never look back. I can see why Max is a fav for game modelers though, as its more geared up for games, like having plugins for SMD files etc. But i think Newtek the peeps behind lightwave are starting to realize this, and are making it better for game modelers with every new update.

Ska Wars
04-13-2004, 03:54 PM
Spline modelling is ok for quite simple things but takes some planning before you even begin drawing. I usually stick to box modelling now.

I use Maya, 3ds max and have tried wings. Haven't tried light wave yet but I might give it a go. The Game Design course I'm doing at Uni in a few months though is mainly Maya based so I gotta learn that. Its a top notch program, I suggest everyone atleast try the free educational version i posted a link to. The hardest bit of it though when moving to Maya from 3ds max is remembering that all the short keys for stuff like rotate, zoom and change camera are different lol

- Ska

Sgt_Rock
04-13-2004, 04:16 PM
Lightwave is a great tool if you can get around some alien concepts like the fact that it's modeling and animation tools are separate.

The renderer kicks ass though. :D

The only reason why I still use Max is because it's the tool I am native with for over 6 years. Other than that I would gladly work in something else.

syl
04-18-2004, 08:43 PM
lightwave is good. to tell u the truth its really the only thing ive used.

Sonic
04-21-2004, 09:18 PM
Holy crap that was impressive.

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