Game Development Community

3d Modeling/Editing Software - Standard ?

by StormEc · in Torque Game Engine · 09/22/2006 (6:11 am) · 10 replies

Greetings all

Just some quick questions...

I've some content packs in the works & would like to know what the predominant modeling software used here is?

I've seen may packs with almost if not all software packages.

Would it be best if you develop it in one package, then use a convertor to make the other formats? if so, what would you recomend.

Also, what versions do you recomend? obv exporters need to work in those versions...


Regards

Storm

#1
09/22/2006 (6:27 am)
Quote:
[I] would like to know what the predominant modeling software used here is?

Speaking for myself and other colleagues of mine who use Torque, 3ds Max. Sometimes MilkShape 3D for insignificant static objects (purely for ease of export).

I would guess the most common modeling packages used here are:

- 3ds Max
- Milkshape
- Blender
- Lightwave

Max and milkshape are pretty easy to accommodate. Not sure about the others. Aside from the source file, maybe include a DirectX, OBJ and a 3DS file. That should nearly cover everyone.
#2
09/22/2006 (6:54 am)
I use blender almost exclusivly. However, most 3d applications I have used have a .OJB and .3DS files import/export feature of some kind.
#3
09/22/2006 (7:07 am)
Tnks 4 the info sofar ... i'm predominantly using maya ... so guess i'm gonna have to go through some learning curve ...

Although - Maya 8 prob has some export features ....

Cheers
#4
09/22/2006 (7:26 am)
Max, Maya, Lightwave, True/GameSpace, Blender, and Milkshape seem to be the most prevalent. DeleD is used as well. I use Modo as well. We have some XSI users, but the lack of a DTS exporter has held them back in the realm of TGE usage. There are a number of topics on this question if you search. Some get into petty app wars, though.
#5
09/22/2006 (9:11 am)
The problem with .3ds (and most other formats) is that it is extremely lossy; you'll lose your skinning set-up, sometimes your hierarchy, etc.

There is one format designed exactly for these needs: Collada (.DAE). All of the high-end tools now have exporters and importers for Collada, and it preserves a lot of the scene. I would recommend trying to use that for your highest-common-denominator format.

If you don't want to use Collada, then including a 3dsmax version and a .X version is probably the best trade-off between accuracy and wide adoption -- .X is better than OBJ or 3DS at retaning information, and most tools can import it.
#6
09/22/2006 (10:33 am)
Collada and FBX. I would recommend FBX over Collada since it is already supported on OSX modeling solutions and the Collada team is not looking to provide general support for OSX AFAIK.
#7
09/22/2006 (10:56 am)
Quote:
and the Collada team is not looking to provide general support for OSX AFAIK.
You are correct.

They did officially announce that if someone from the public were to code the plugin themselves, that they would happily integrate it into their products. When asked why they had no desire to produce an official plugin, they responded that they had not received enough interest.

By the way, do you have an email adress that I can contact you on David? Thanks.
#8
09/22/2006 (11:40 am)
Sure. blakdavi at gmail dot com should get to me.

I thought I had read that, but then I've also been chugging cough syrup like crazy to kill this cold. So my mind is often off-kilter. At least that's my excuse this week.
#9
09/22/2006 (12:11 pm)
I think it should have one high end and one low end, for example 3ds max for high and Milkshape for low end. After all this is indie game development and not everyone can buy 3ds max. I own 3ds max but many people dont because of this I will not buy any packages that only have a high end version. I have seem alot packages in last few release to have only 3ds max which does not make sense to me they should include another format.
#10
09/22/2006 (2:15 pm)
The question is: if you have a .max file (for 3dsmax), how do you actually create a useful .ms3d file? I mean, if you're using skinning and morphing and IK animations and multires and all that jazz -- I know of no tool that can convert that to ms3d without loss (not to mention it doesn't even support some of those features).

Re-modeling the art in two modeling packages is probably not the ideal, either :-) Thus, the approach I would take is to model in a high-end package (Max, Maya or XSI), provide that source, and then provide one high-quality interchange format, and one lowest-common-denominator format. FBX or Collada for one; .X for the other, most likely.