Torque Art book?
by James Bond · in Torque Game Engine · 01/01/2007 (6:25 pm) · 15 replies
With a few Game Programming books knocking about for use with Torque Game Engine, how about a Torque Art book? I know there are many software packages that can export to dts, and dif. But im sure Im not the only one, who spends hours trapesing through the TDN?forums/nagging friends/spending hours banging away at the same proble. I would like to see a good book that could walk through how to make art tailored to the TGE and indeed TGEA. For a quick example, creating terrain textures that look half decent seems to take hours of trial and error. What you see in Photoshop of the Gimp is almost guaranteed to to be the same as you will find in game. As for models, a solid walk through how to set models up for use in TGE, transparent textures, etc. Or what about getting the most out of the particle editor. These are the bits that make a game polished, and I feel it would be an awesome book to line up with the rest. Any thoughts?
About the author
#2
I agree the task is huge for one person. But then there are many awesome artists using TGE and having some really nice art work. Im sure some type of collaboration effort could be workable. Just as an Example, the Blender manual was written by several people, and that is a very informative book.
I think I may start to put together what I have learned, and see what I have.
01/01/2007 (6:37 pm)
Then bug away :P this is one area of documentation that seems lacking in places, a clear and concise book would be a very valuable asset. C'mon Adam show some love :PI agree the task is huge for one person. But then there are many awesome artists using TGE and having some really nice art work. Im sure some type of collaboration effort could be workable. Just as an Example, the Blender manual was written by several people, and that is a very informative book.
I think I may start to put together what I have learned, and see what I have.
#3
Shoot, I'd just like to get my hands on the course material that Mr. Maruschak mentioned. *HINT
01/02/2007 (8:47 am)
What about Mr. Aste? Maybe we can get him to contribute to something like this as well? This is really an excellent idea. This would be awesome!Shoot, I'd just like to get my hands on the course material that Mr. Maruschak mentioned. *HINT
#4
I'm a programmer, but I have this great book called 3D Game Animation For Dummies by Kelly L. Murdock. Yup, it's the "For Dummies" series, and it has a lot of great tips for animation all around. Not only that, but it has a specific chapter/section dedicated to setting up models for Torque, and exporting them.
01/02/2007 (11:02 am)
Just throwing this out there:I'm a programmer, but I have this great book called 3D Game Animation For Dummies by Kelly L. Murdock. Yup, it's the "For Dummies" series, and it has a lot of great tips for animation all around. Not only that, but it has a specific chapter/section dedicated to setting up models for Torque, and exporting them.
#5
Scott
01/02/2007 (12:10 pm)
I would happy to help coordinate a section on Blender if anyone ever gets this going. Between the four or five people who have submitted tuts to our site we have much of the blender art pipeline documented in some form or another.Scott
#6
This is something I've thought about as well. Joe and I had coffee and discussed the subject a number of times. It comes down to what he already said, the time it would take to write and edit.
But beyond that, there are other issues. Unlike code or script, which is relatively unified, art can be output by many different programs. There are dts exporters for max, maya, blender, gamespace, milkshape, and lightwave. What do you focus on? And how far do you take it? DTS and dif? Is the artists approach to terrain creation included? What about particles and explosions? And what about technique - is this strictly a "how to make stuff for torque" type of book or do i include how to make good looking art?
Hell, the material system in TGEA could have an entire book devoted to it.
I know what answers Id give to all of those questions, but the resulting book would still leave a lot of people in the dark. In the end, Id be afraid the number of people being helped by such a resource wouldn't outweigh the time and effort I (and all who would surely have to help me edit) put into writing it.
I'd love to be wrong about that, though. I'm an aspiring teacher and love writing.
01/02/2007 (2:31 pm)
Hah, thanks for the drop, Joe. :)This is something I've thought about as well. Joe and I had coffee and discussed the subject a number of times. It comes down to what he already said, the time it would take to write and edit.
But beyond that, there are other issues. Unlike code or script, which is relatively unified, art can be output by many different programs. There are dts exporters for max, maya, blender, gamespace, milkshape, and lightwave. What do you focus on? And how far do you take it? DTS and dif? Is the artists approach to terrain creation included? What about particles and explosions? And what about technique - is this strictly a "how to make stuff for torque" type of book or do i include how to make good looking art?
Hell, the material system in TGEA could have an entire book devoted to it.
I know what answers Id give to all of those questions, but the resulting book would still leave a lot of people in the dark. In the end, Id be afraid the number of people being helped by such a resource wouldn't outweigh the time and effort I (and all who would surely have to help me edit) put into writing it.
I'd love to be wrong about that, though. I'm an aspiring teacher and love writing.
#7
I think the TDN articles to be the logical place for such data, as it can be updated, ad nauseum, by the General Public. What the 'Library' needs is someone to administer the pages to get updates posted in a timely fashion. They also need a template for ALL to be based upon, as the general DTS/DSQ datum requirements are 'basic' and conceptually have their compliments in each program.
Already on TDN, is my Contribution of a gameSpace guide to DTS, a Max version by someone else, a Blender verison of modelling...I don't think I would enjoy spending $50.00 for a book that may/may not cover all the bases.
As another example: My gS2DTS guide took about a solid week of 8 hrs./day to get it in the shape it's presented in....and I did it all for free. The information is out there, it only needs an assembler...who can speak the English Language well enough.
I guess it's 'in my blood', as my father was an educator for over 30 years...and before that; an officer in the military.
Now, a book on how to quickly construct a systemtrical model, or how to UV map a mesh, or the basics of Skeletal Deformations applied to Human Motion; might be something I'd be inclined to purchase!
01/02/2007 (3:14 pm)
I think an entire book would be perhaps a 'day late and a dollar short', by the time it took to assemble, compose, edit, and publish; you'd probably see some of the finer details change as the exporters[numbering a few...] get worked on. For example; the DTSPlus! for Milkshape is under continual development, as appears the Blender exporter. Then; add in the non-existent XSI[which version would it be supported by??], and the newest Max version...and the complexity adds up exponentially, as to what is really pertinent information on asset creation. You would end up stooping for dimes as the dollars fly by overhead...;)!I think the TDN articles to be the logical place for such data, as it can be updated, ad nauseum, by the General Public. What the 'Library' needs is someone to administer the pages to get updates posted in a timely fashion. They also need a template for ALL to be based upon, as the general DTS/DSQ datum requirements are 'basic' and conceptually have their compliments in each program.
Already on TDN, is my Contribution of a gameSpace guide to DTS, a Max version by someone else, a Blender verison of modelling...I don't think I would enjoy spending $50.00 for a book that may/may not cover all the bases.
As another example: My gS2DTS guide took about a solid week of 8 hrs./day to get it in the shape it's presented in....and I did it all for free. The information is out there, it only needs an assembler...who can speak the English Language well enough.
I guess it's 'in my blood', as my father was an educator for over 30 years...and before that; an officer in the military.
Now, a book on how to quickly construct a systemtrical model, or how to UV map a mesh, or the basics of Skeletal Deformations applied to Human Motion; might be something I'd be inclined to purchase!
#8
Its not a great solution, but its one that would help the documentation to get constantly updated and improved upon by the guys that know the system intimately and yet are also a bit too busy to volunteer their time brain dumping stuff like this.
01/02/2007 (3:40 pm)
Based on whats said what might be better is donation system that is setup, once the donation account reaches X amount, an artist like Adam could be hired to do some documentation on a particular aspect of Torque for art that people are having troubles understanding in the wiki.Its not a great solution, but its one that would help the documentation to get constantly updated and improved upon by the guys that know the system intimately and yet are also a bit too busy to volunteer their time brain dumping stuff like this.
#9
01/03/2007 (1:59 am)
I have given this some thought, anyone who is interested in at least contributing to either a book or online guide (maybe the TDN or something) throw me an email james AT fundemic DOT com. I will take a look at what is needed and what people can already throw together, and I will write a follow up to this soon, im sure between the whole community the information, tips and tricks are out there,. Im guessing that is the problem, its out there and not together.
#10
01/03/2007 (3:56 am)
I have given this some thought, anyone who is interested in at least contributing to either a book or online guide (maybe the TDN or something) throw me an email james AT fundemic DOT com. I will take a look at what is needed and what people can already throw together, and I will write a follow up to this soon, im sure between the whole community the information, tips and tricks are out there,. Im guessing that is the problem, its out there and not together.
#11
01/03/2007 (4:37 am)
If you are looking for some prepress specific help, drop me an email.
#12
01/03/2007 (6:29 am)
Thanks Stephen I may just end up taking you up on that offer ;). I have got a preliminary list of requirements, and have a basic overview of what the content of the guide will include. I think I will write a .plan about it some time later today.
#13
01/03/2007 (6:44 am)
I'm currently working on a content pack that takes you step by step creating objects for torque. Including advanced surfaces and built in effects.
#14
01/03/2007 (7:28 am)
Allyn I sent you an email.
#15
01/03/2007 (10:34 am)
REX, you are assuming that this would be something that i want to write on a commercial level. Primarily the motivation for this type of resource is to help people, and personal satisfaction. If the true reason for such a resource was for financial gain, then surly i would write about something far less complex?
Torque Owner Joe Maruschak
I have a bunch of small half finished tutorials (making skyboxes for TGE using photoshop being one), and have course material from when I used to teach a class back at dynamix about how to export to DTS..
we also have a bunch of stuff from all the classes and sessions from past IGCs.. there is a lot of it out there, but assembling it all into one place and making a book out of it is a daunting task.
Maybe if we bug Adam deGrandis enough, he will write it.