Game Development Community

What about the Mac community??

by Kama · in Torque Game Engine · 09/30/2003 (4:48 am) · 7 replies

I m sure most of you work on PC... I m actually wondering about buying TGE... my main pbm would be about the 3D modeling... since I work on a mac, I can use Maya5... will it be enough for making my own characters for Torque? if not is there a way for us mac users?
... and since I m bad at 3D modeling, is there a way to have models from elsewhere? is it easy to "recruit" someone to do them?? are there some buyable-raedy_to_use models for TGE working with the mac?

#1
10/06/2003 (5:28 pm)
I am so in your shoes... however if you have not already bought it... Virtual PC is a great investment. What I curently do is run Mikeshape on my Virtual PC to translate on objects that I build on Cinema4D XL or Maya Fox MacOSX. Other then that you could check out blender also on MacOS X. Personally I bought a PC box just to do 3D studio Max on. Fast graphics card... and a dual CPUs system. It did not cost that much... bought it from a friend of mine had a new faster PC every 6 months...

The only other option is code a plugin for Cinema4D, LightWave, or Maya on MacOSX... Currently I do not have time to build a plugin... maybe in the springtime
#2
10/06/2003 (5:38 pm)
Hmmm ... vpc... I thought already about it... bu i doubt i can do much with it since i ve got an iMac G3 500Mhz... if it s just exporting model made in Amapi or Maya I ve got friends with PCs who can do that..; what I need are animation skelets, textures mapping... things u have to do in 3DS Max before exporting... this won t work for me... and forget about changing the mac... it s been 2 years... can t get the monney :((
but i found a friend that can modelise for me... he know how to use 3DS Max well enough... so i think i ll rely on him if nothing else...
#3
10/07/2003 (11:18 am)
There is a format (.fbx) to which you can export from Maya that can be read directly into 3ds max, keeping all the animations and linkage, etc. You'd still have to set up the export heirarchy once you were in max, but that is just a matter of creating a few dummy objects and linking it all up. You can do all of your modelling, texturing, and animating in Maya.

More info here and here.
#4
10/07/2003 (12:51 pm)
Yeay thanks for the tip :)
however the main pbm remains... I don t know how to use Maya... have never worked with animation skelet/hierarchy and mapping... but this is MY pbm... I don t even know how to use Maya... guess there is a lot of work for me if I intend to make my RPG... the modeling of characters and monsters is the thing I fear the most... one good reason i could buy Torque for nothing... can t finish my project 'cause of modeling... sigh... well... anyway, thanks for the answers guys :)
#5
10/08/2003 (5:01 pm)
Trying to do an entire project by yourself is very overwhealming, if you have any friends who know how to use a 3D package, you might ask if they want to help. There might even be a few bored artists in the community who would help with a project that showed a lot of promise.

Good luck :)
#6
10/09/2003 (7:40 am)
Ok... i ve got a small team... one 2D artist, 2 programmers (including myself), on musician/sound creator and one storywriter...
however, I could definitely use a 3D artist... where do i post a request??