Game Development Community

Hey, I'm a new member.

by Anthony Surma · in General Discussion · 08/25/2005 (9:46 am) · 4 replies

I'm new here, so I want to take the time to say 'hey' and to also quickly state what my impressions are of TGE/TSE and (from what I can see) of the Torque community.

On the engine(s):

Hey, it looks great... and as someone who is familiar with c++ programming, the ability to modify the source code sounds dreamy. I'm planning on purchasing the TGE engine, and TSE as well (while the price is low), and eventually porting all the work done on our creation into TSE when it is fully developed.

On the Community:

Hey, you guys rock. The contributions I have seen so far on the forums is... well, nothing short of amazing. I hope to be able to contribute as much as I see everyone else.

I have a lot of questions, but I'm sure they've been answered in other threads. There's so much to read, but I will.

Edit:

And, oh, I have friends who share their software that they have (for learning purposes of course)... I'm learning to use the following: 3ds Max 7, Maya 7, Poser 6, Deep Paint 3D, and Photoshop CS2. I found I prefer max over maya -- so far. If there's any other software out there I should be aware of (besides freeware/shareware equivalents of the above), throw their names out there :D

#1
08/25/2005 (9:55 pm)
Welcome to the garage...

As far as the art questions check out the Torque for artists section.
#2
08/26/2005 (1:56 am)
@anthony: try out the XSI|Softimage, i use it, maya7, 3dsmax, poser and bryce, phshopCS2. And as i learn more of the Softimage, i'm migrating from 3dsmax to it^^
#3
08/26/2005 (1:55 pm)
@Paris: Oh yeah, I'd love to use XSI 5.0... but all I have to play with is 4.2... :( And then there's the problem of there not being a DTS exporter for it, right?

@Matt: I've noticed what you mean about the polygon reduction... Optimize and Multires in 3ds Max don't produce acceptable results for those polygon counts (150k)... Right now, the best that >I< can come up with is creating simple plane, throwing Edit Mesh modifier on it, and handplacing the each Vertex onto the high poly mesh. The results are promising, though I'm positive there's a better way to do it using the Skin Wrap modifier. If someone knows, please share the info :D I can't figure it out (though I've only been at it for a few hours). Once I have one done, I plan to bake it with the original high poly to use bumpmapping to give me the detail of the high poly one.

Question: MAX2DTS and TGE won't have a fit if I use normal mapping on models, right? It's really the best way to make low poly models look nice.
#4
08/27/2005 (1:39 am)
I find it easier to use Poser models for reference and then creating the low poly model by hand.