A question about quake style modeling and animation.
by Javier O'neill · in General Discussion · 06/28/2001 (10:04 am) · 3 replies
Ok i have been trying to make qauke style models for a while now and i need a little feedback
1.first of all i work on 3d studio max,i make the skin using a multisub object can i do that i see people who most of the time make the skin out of one map but i read somewhere else you can do it like i do.
2.when people speak of a 256 by 256 map what does that mean that only the map can be that size or is it a type of setting?i make my maps with a mutltisub which uses mutltiple maps as one map?
3.when the model is done what exactly do i have to animate,walk,run,death etc etc what else and do i have to do anything else to the animation
if there are any good websites pertaining to these questions can you please place them on the post?
thanks
1.first of all i work on 3d studio max,i make the skin using a multisub object can i do that i see people who most of the time make the skin out of one map but i read somewhere else you can do it like i do.
2.when people speak of a 256 by 256 map what does that mean that only the map can be that size or is it a type of setting?i make my maps with a mutltisub which uses mutltiple maps as one map?
3.when the model is done what exactly do i have to animate,walk,run,death etc etc what else and do i have to do anything else to the animation
if there are any good websites pertaining to these questions can you please place them on the post?
thanks
#2
However, it can still be hard to make models without the right tools. A simple 3D model editor with lots of export options for many games is Milkshape3D, and there are links to tutorials on this site.
Good luck!
Doug. EnkiSoftware Limited
06/29/2001 (12:15 pm)
There are plenty of sites out there with information on how to make models for various first person games... just try typing in a decent search phrase into a good search engine such as google.com.However, it can still be hard to make models without the right tools. A simple 3D model editor with lots of export options for many games is Milkshape3D, and there are links to tutorials on this site.
Good luck!
Doug. EnkiSoftware Limited
#3
Most game models will use seperately mapped sets of polys so as to make the task of smooth/glitch free skinning possible - however instead of having a different map for each grouped set of polys they will use 1 map with all the seperate 'skin' elements laid out (sometimes they use more than 1 - but learning to work with one map is best - once you know how to do this its easy to use more maps).
You seem to be off on a path there already - Id recomend going out and picking up more info before going too much further as you dont want to be lumbered with bad habits down the line.
skindom.com and polycount.com will give you info and links to more info to send you on your way down the path of game modeling/skinning.
06/30/2001 (6:50 am)
multi sub is simply splitting the mesh into different grouped surfaces - this enables you to aply different maps AND uv coords to different areas of your model.Most game models will use seperately mapped sets of polys so as to make the task of smooth/glitch free skinning possible - however instead of having a different map for each grouped set of polys they will use 1 map with all the seperate 'skin' elements laid out (sometimes they use more than 1 - but learning to work with one map is best - once you know how to do this its easy to use more maps).
You seem to be off on a path there already - Id recomend going out and picking up more info before going too much further as you dont want to be lumbered with bad habits down the line.
skindom.com and polycount.com will give you info and links to more info to send you on your way down the path of game modeling/skinning.
Paul Robertson
That's all I can help with, my knowledge and skill in modeling is WAY behind the times.