What 3d modeling program is the best?
by Jonathan · in Artist Corner · 11/24/2007 (2:26 pm) · 10 replies
What is the best 3d modelling program that's working with torque? Not just buildings, also characters, cars, obj... And so on.
One program that can make buildings, cars, and charaters?
Torque Constructor - Good for buildings, but not advance detail. like in 3d max. but it is free ;)
3D max 9 - models, cars, characters. buildings? :S
// Jonathan
One program that can make buildings, cars, and charaters?
Torque Constructor - Good for buildings, but not advance detail. like in 3d max. but it is free ;)
3D max 9 - models, cars, characters. buildings? :S
// Jonathan
About the author
#2
but how do I get the max obj in to constructor? :O
11/24/2007 (5:48 pm)
So if you textured in game level builder, and then export it, it will be untextured? but how do I get the max obj in to constructor? :O
#3
11/24/2007 (5:55 pm)
You will have to load the exported .map file (from GLB) into Constructor. Then you will have to do all of your texturing/geometry fixes. And you may run into a number of nasty split faces while texturing.
#4
www.leadwerks.com/index.php?page=3dworldstudio_overview.htm
For 80 bucks, it provides an easy pipeline for design and export, without the need for additional software. You model and texture within the application then export as a .map file. Then, you create a torque-friendly .dif by running the .map file, again within the application. And presto! A textured collision-bounded .dif ready-to-drop into your game.
As David said, you'll have to split your toolset regardless. I use 3DWS for .DIF, MilkShape for .DTS. Works for me, and provides a solid toolset for around a $100.
11/25/2007 (5:14 am)
Jonis - For good DIF support, you might want to take a look at Leadwerk's "3D World Studio":www.leadwerks.com/index.php?page=3dworldstudio_overview.htm
For 80 bucks, it provides an easy pipeline for design and export, without the need for additional software. You model and texture within the application then export as a .map file. Then, you create a torque-friendly .dif by running the .map file, again within the application. And presto! A textured collision-bounded .dif ready-to-drop into your game.
As David said, you'll have to split your toolset regardless. I use 3DWS for .DIF, MilkShape for .DTS. Works for me, and provides a solid toolset for around a $100.
#5
I'm a litel nubbey but dif is for animaton? and .dts is for?
11/25/2007 (7:00 am)
Okey, nice!! the program looks "hell yeah". I'm a litel nubbey but dif is for animaton? and .dts is for?
#6
11/25/2007 (1:56 pm)
I would recommend reading the information on TDN. It will explain the details. DIF's are for structures (think Quake or Unreal buildings), while DTS are detailed models (with animations).
#8
11/26/2007 (8:40 am)
The only problem with Deled is the lack of animation support. Otherwise it's quite nice. I need to sit down and use it more. I've barely touched it in a long, long time.
#9
Blender allows you to model with almost any technique, including sculpting, subdivision, NURBS, curves, etc. It's got a really good unwrapping tool for laying out the UV's for texturing, and the Yafray rendering engine support is great (if you do any stills or movies). Also, you can bake physics simulations into animations and export them directly as a DTS, which allows you to have incredibly complex animations in-game. It even allows you to import MOCAP data if you've got a character rigged.
Seriously though, you really should spend some good time with it before you spend any money on something else. You'll still need a separate tool for DIF's, but for DTS's it's great.
11/26/2007 (8:52 pm)
Alright, I know Blender seems daunting at first. But it is absolutely a professional 3d tool. And honestly, if you spend the time to get familiar with it, it's perfect.Blender allows you to model with almost any technique, including sculpting, subdivision, NURBS, curves, etc. It's got a really good unwrapping tool for laying out the UV's for texturing, and the Yafray rendering engine support is great (if you do any stills or movies). Also, you can bake physics simulations into animations and export them directly as a DTS, which allows you to have incredibly complex animations in-game. It even allows you to import MOCAP data if you've got a character rigged.
Seriously though, you really should spend some good time with it before you spend any money on something else. You'll still need a separate tool for DIF's, but for DTS's it's great.
#10
11/26/2007 (11:23 pm)
You can make games in blender to ^^
Associate David Montgomery-Blake
David MontgomeryBlake
Find the app that fits your workflow and has good support for DTS export. Max, Maya, Blender, Lightwave, Milkshape, etc...