Vote for your 3d package
by Andy Hawkins · in General Discussion · 06/27/2006 (5:08 pm) · 84 replies
Does anyone know the percentage of Max, Lightwave, Blender, C4D, Maya, Milkshape etc users out there who also own / use Torque? It would be usefully to know when making content packs in the future.
#63
07/03/2006 (3:42 pm)
@L Foster - apologies for the time waster - I needed to determine the user base of 3d apps to determine where to focus my energies on content pack creation, but thanks for responding anyway :) So you use Max?
#65
07/08/2006 (12:27 pm)
Crap i forgot im a 3d modeling program.........why did they have to name it bryce???
#66
07/08/2006 (3:56 pm)
Its more than software, its a way of life! And its name be LIGHTWAVE......
#67
ahem
@ foster - 5 years ago, MAX was dominant, now it seems lightwave is... to me this isn't just a "pointless thread" dude. This was informative, since i still believe 3ds max was the "number one" choice of us users. This was clearly as Andy said, a way to gauge the customer base for current and upcomming products. Is there any other way on garage games to determine your customer base? Garagegames doesn't keep a working tally, so how are devlopers supposed to know what their customers are using?
07/08/2006 (4:09 pm)
Either those using max and other programs decided to agree with Foster, OR that means that the majority of people are using Lightwave. ahem
@ foster - 5 years ago, MAX was dominant, now it seems lightwave is... to me this isn't just a "pointless thread" dude. This was informative, since i still believe 3ds max was the "number one" choice of us users. This was clearly as Andy said, a way to gauge the customer base for current and upcomming products. Is there any other way on garage games to determine your customer base? Garagegames doesn't keep a working tally, so how are devlopers supposed to know what their customers are using?
#68
07/08/2006 (5:16 pm)
@Ramen - I would say that Max is still dominant as it's supported with more plugins, 3rd party apps and assets around the 'net. I think it's just that Max users don't want to respond for some reason. GG have said to support Lightwave, Max and Maya so I will, but if this forum was anything to go by, I would have just supported Lightwave, Blender and Milkshape.
#69
Either that or 50% of them are Pirates (Software not High Seas).
Keep in mind that in order for these stats to be accurate every Torque user ever would have to be polled, and some don't check the General or Public forums.
07/08/2006 (5:40 pm)
Other max users are just busy making their games ;)Either that or 50% of them are Pirates (Software not High Seas).
Keep in mind that in order for these stats to be accurate every Torque user ever would have to be polled, and some don't check the General or Public forums.
#70
I'm guessing that a fair number of Max users are afraid to speak up for fear of incriminating themselves. Rex kind of alluded to that earlier.
[Edit: typo]
07/08/2006 (5:45 pm)
@AndyI'm guessing that a fair number of Max users are afraid to speak up for fear of incriminating themselves. Rex kind of alluded to that earlier.
[Edit: typo]
#71
07/08/2006 (5:53 pm)
3dmax, The way to go, then Gamespace 1.6, then MilkShape. Hexagon2.1 is becoming my new favorite.
#72
1. Method to animation
2. Method to weight map
3. Method to export to DTS.
I will endeavour to cater for all modelling packages this way - currently I'm reading up on animating, weighting and exporting in Milkshape for example with a view to convert all the Skeleton sources to Milkshape.
@Aaron - I'm just going to assume Max users are of the majority and provide source material for them when I do content packs.
07/08/2006 (6:38 pm)
Actually while this thread is here those who own these other packages could you please put in a quick set of links to the following...1. Method to animation
2. Method to weight map
3. Method to export to DTS.
I will endeavour to cater for all modelling packages this way - currently I'm reading up on animating, weighting and exporting in Milkshape for example with a view to convert all the Skeleton sources to Milkshape.
@Aaron - I'm just going to assume Max users are of the majority and provide source material for them when I do content packs.
#73
07/09/2006 (5:41 pm)
3D Studio Max
#74
OS - Windows XP Home Edition
Modelling Program - Blender & Milkshape 3D
Texturing Program - Milkshape 3D
Animating Program - Milkshape 3D
Exporting Program - Milkshape 3D
There ya go! Hope that helps.
-Okashira
07/09/2006 (6:05 pm)
I am gonna update my list and stuff:OS - Windows XP Home Edition
Modelling Program - Blender & Milkshape 3D
Texturing Program - Milkshape 3D
Animating Program - Milkshape 3D
Exporting Program - Milkshape 3D
There ya go! Hope that helps.
-Okashira
#75
07/09/2006 (6:24 pm)
@Andy - It'd be good to supply a generic format aswell, .3DS or .X, that every program can import and utilise too.
#76
07/09/2006 (7:56 pm)
@Mincetro - that goes without saying. While the 3ds is a static mesh, I will however change the X file to have all the anim sequences in it.
#77
07/10/2006 (11:50 pm)
Milkshape + characterFx here.
#78
Programmers 3D Art in Blender : on the way
EDIT : On of the main reasons is that I've slowly migrated towards SuSE Linux in the last couple of months. I have been using Linux exclusively for the last two months and and there isn't an extra cost for using Blender on Linux or Windos (no extra licenses or so). That's a very important issue for me too.
07/11/2006 (5:24 am)
Blender here. It gives me alot of possibilities for customisation (Python scripts), and it's a fairly good package for someone like me that hasn't got any background. I'm not an artist for a living, so I can't sell the idea to myself of buying (rather expensive) software I might not use for months.Programmers 3D Art in Blender : on the way
EDIT : On of the main reasons is that I've slowly migrated towards SuSE Linux in the last couple of months. I have been using Linux exclusively for the last two months and and there isn't an extra cost for using Blender on Linux or Windos (no extra licenses or so). That's a very important issue for me too.
#79
07/12/2006 (6:41 pm)
Lightwave.
Associate Logan Foster
perPixel Studios
Me personally I have had too much paying work to care about the pointless noise going on the forums these days to take the time to respond to threads like this.