Game Development Community

Blender vs. 3ds/G Max

by Doug Hammond · in Artist Corner · 10/15/2001 (1:02 pm) · 10 replies

I've begun modelling in both Blender and GMax and while I find Gmax is easier to use, the full version is going to cost lots of $$. Blender Software is free but getting unlimited distribution rights to use it in a game will cost at least 2 grand.

My question is this: does the cost of GMax DE include liscensing for distribution or not?

#1
10/15/2001 (8:45 pm)
Last I checked Discreet wanted ~80k for distribution rights. When did Blender make the switch to charge 2K ? I thought it was free from their website ?
#2
10/15/2001 (9:18 pm)
The software itself is free. However if you check their site (www.blender.nl) you'll find a section called blender publisher...
#3
10/16/2001 (2:12 am)
I spoke to the guys at blender during the year 2000 ECTS show in London (they were not at ECTS this year). Whilst you will have to pay a license fee to include the blender code in your game, and if you wish to distribute a blender game through any site other than theirs, you can distribute models the for free.

So you can use Blender without charge, and make and distribute blender plugins to save files in your own format. It's an awkward program to use, but very powerull. For much of my low polygon modeling I prefer to use Milkshape.

Cheers,

Doug EnkiSoftware Limited
#4
10/16/2001 (8:57 am)
Yes. I spent some time looking at it...

"You are hereby granted permission to copy and distribute the Software without written agreement from NaN, only for non-commercial purposes."

but that is in reference to Blender itself. However,

"3. How much does Blender cost?

Starting from version 1.80, Blender has become 100% freeware. You are free to use the work that you create with Blender commercially."

So it does read that you cannot distribute the software itself for commercial purposes without paying, but you are free to use the 3d objects you create in any way you choose, even commercially.
#5
10/16/2001 (10:49 am)
Question is, can Blender be used with Torque? I don't see any way to take an object from Blender to Torque. Am I missing something? Is there a fold-spindle-mutilate routine to export/import the objects?

I am beginning to experience a bit of frustration at the fact that the only way I can find to create and use animated objects is to buy a piece of software I quite frankly can't afford and refuse to warez. Am I alone, or is there something I'm not aware of?
#6
10/16/2001 (8:00 pm)
There are several formats you can save your blender object in. I suggest finding one that is compatible with another program and openning the file from there.
OR you could save the file in said format and try to get the engine to recognize it. Of course I've only been working with 3d Modelling programs for about 5 months so...
#7
10/17/2001 (1:58 am)
Doug Hammond is correct here.

Blender can export in several widely recognized file formats, and you can read those in with (for example) Milkshape. Additionally, it is possible to write exporters using Python. Thus someone could make an exporter for the Torque engine format. Remember to turn your objects into meshes before exporting, as Blender has higher order surfaces and volume representations which will need to be turned into polygons before exporting.
#8
10/18/2001 (8:35 am)
OK. Maybe I should clarify...

Blender can create 3d objects and animations, but it cannot export to 3ds format. As far as I can see, there are no converters that will translate more than a static shape from any of Blender's formats to 3ds (at least not for less that $400+). I searched everywhere afaik. Obviously, if it is out there, I just haven't found it yet. I looked at all kind of 'paths' from Blender (and other programs) to 3ds (loading into another program is useless if I cannot go from that program to 3ds eventually).

It seems a bit naive to assume that a game with no animated objects will be salable. Or is it me that is naive?

I recognize that TGE is an awesome deal for the price, and a great opportunity, but I am beginning to get the feeling that only those who already have spent the $2800+ for 3dmax will actually be able to take full advantage of that opportunity.

So maybe I'm out of my league, simply based on the depth of my pockets. That would really be a shame, but I will live with it if I have to. I refuse to warez. It's wrong.

The bottom line? If anyone knows how to create an animated object and convert the result to the TGE format - for less than $200 - I would love to hear from you. I just got a new cat - I'll name it after you... Lots of people seem to be using alternate 3d editors, but no one has explained a method to do what everyone (who can't afford 3dmax) will need to accomplish eventually.

Sorry if I sound like a kid throwing a tantrum. It is simply long frustration showing. It's not that I can't afford to make some investment - I just can't make a 3dmax-level investment...
#9
10/18/2001 (10:09 am)
Did you try Milkshape?

The weapons for TGE_1_1_0 is made in Milkshape if Im not mistaken.
And there is a dts exporter somewhere for Milkshape.

// Clocks out
#10
10/18/2001 (10:36 am)
Yup. Jose's exporter does not yet export animation. And he hasn't mentioned any sort of an update in almost 2 months...