New book on Torque covers modeling, tex, anim, scripting
by Brad Strong · in Torque Game Engine · 06/26/2008 (12:27 pm) · 3 replies
Actually this book came out late last year but thought it would be helpful to post a link to it here - covers all the essentials using Max and Torque TGE. 300 + full-color pages and 90 minutes of video tuts. It's called Creating Game Art for 3D Engines. Here is the link to the GG resource:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=13913
For detailed information on what is in the book and on the book CD, click the link below and go to the book page:
http://www.3dcogniton.com
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=13913
For detailed information on what is in the book and on the book CD, click the link below and go to the book page:
http://www.3dcogniton.com
#2
06/26/2008 (1:28 pm)
Ok you artsy types out there. How useful is for someone using another 3D applications?
#3
@Mark - I'll just chime in to say that the things which are universal should be primarily the scripting (getting your weapons, pickups, and two unique characters into a game and "breathing"). The texturing chapters could be applied to almost all Photoshop/paint type packages. The modeling, unwrapping, animation, and exporting chapters will have concepts that are similar to other packages, but the names and locations of the functions will of course be different. Seeing how things are handled in Max could help you solve similar problems in Maya or Lightwave.
06/26/2008 (10:31 pm)
@Dave - thanks;)@Mark - I'll just chime in to say that the things which are universal should be primarily the scripting (getting your weapons, pickups, and two unique characters into a game and "breathing"). The texturing chapters could be applied to almost all Photoshop/paint type packages. The modeling, unwrapping, animation, and exporting chapters will have concepts that are similar to other packages, but the names and locations of the functions will of course be different. Seeing how things are handled in Max could help you solve similar problems in Maya or Lightwave.
Torque 3D Owner Dave Young
Dave Young Games