Workflow Question
by Jason Gossiaux · in Game Design and Creative Issues · 07/08/2008 (6:53 am) · 4 replies
Currently I am using MS3D to do my modeling, and then Ultimate Unwrap 3D to do my UV Mapping, then import the obj file back into MS3D for animating. So far this has worked OK aside from some workflow related issues.
Basically I lose any nodes and animation data when I go into UU3D and back into MS3D. So this means that if during animation I discover a UV mapping problem and need to edit the mesh, I'm kind of hosed. At least if I am not missing something (I'm hoping I am).
Despite UU3D's enhanced features I still find it a pain to do UV Maps. Even simple boxes are usually folded in on themselves enough to result in painstaking vertex shuffling. This is after having tried all their various unwrap options.
It is still OK for my needs. I've tried Blender and just cannot for the life of me get the hang of it, wheras with MS3D I had animated models into my game on the first day. Maya and 3DSMax were heaven but I cannot afford them and so they are off my list for the moment.
So can I make any improvements to my workflow? I'd considered getting zbrush just because of all the awesome texturing capability it has - I think it would replace UU3D right? Would I still have my animation toolchain problem?
Thanks for helping to clarify this a bit. I've done a lot of reading, but some things get lost in the details!
Basically I lose any nodes and animation data when I go into UU3D and back into MS3D. So this means that if during animation I discover a UV mapping problem and need to edit the mesh, I'm kind of hosed. At least if I am not missing something (I'm hoping I am).
Despite UU3D's enhanced features I still find it a pain to do UV Maps. Even simple boxes are usually folded in on themselves enough to result in painstaking vertex shuffling. This is after having tried all their various unwrap options.
It is still OK for my needs. I've tried Blender and just cannot for the life of me get the hang of it, wheras with MS3D I had animated models into my game on the first day. Maya and 3DSMax were heaven but I cannot afford them and so they are off my list for the moment.
So can I make any improvements to my workflow? I'd considered getting zbrush just because of all the awesome texturing capability it has - I think it would replace UU3D right? Would I still have my animation toolchain problem?
Thanks for helping to clarify this a bit. I've done a lot of reading, but some things get lost in the details!
About the author
#2
07/08/2008 (10:22 am)
Hmm.. I don't see an option for UU3D Pro to open MS3D files. Hence why I've always exported them to .OBJ first. Is there a plugin I need?
#3
Brad B.[author] has them in a separate download link area, so you pick and choose the NON-default shipping ones, which are OBJ and a few others, not many.
There are many, many plugins. Then, once inside UU3D, there is a plugin manager that shows which are installed and which are not.
Here is the link to the Download area. Look at the 3rd Party Plugins dropdown menu; then choose correct version of UU3D.
...and then use the MS3D format as a conduit. If no 'joints' and only mesh, no matter; this way, you can tweek UV's as you need and not loose the node data.
Good luck, have fun!
and for pure 'lowEnd' animation: I use the tool, fragMOTION. It also has a very uberiffic UV editor as well; along the lines of UU3D.
PS: keep your eye on your version # and plugin updates, which occur from time to time....meaning you might need to update your exporter/importer, especially when it bumps a new version build, might need to update your UU3D build as well....
07/08/2008 (2:10 pm)
Yes, there are a TON of plugins.Brad B.[author] has them in a separate download link area, so you pick and choose the NON-default shipping ones, which are OBJ and a few others, not many.
There are many, many plugins. Then, once inside UU3D, there is a plugin manager that shows which are installed and which are not.
Here is the link to the Download area. Look at the 3rd Party Plugins dropdown menu; then choose correct version of UU3D.
...and then use the MS3D format as a conduit. If no 'joints' and only mesh, no matter; this way, you can tweek UV's as you need and not loose the node data.
Good luck, have fun!
and for pure 'lowEnd' animation: I use the tool, fragMOTION. It also has a very uberiffic UV editor as well; along the lines of UU3D.
PS: keep your eye on your version # and plugin updates, which occur from time to time....meaning you might need to update your exporter/importer, especially when it bumps a new version build, might need to update your UU3D build as well....
#4
I might check out Fragmotion. UV Map creation is the most time consuming part I am finding. UU3D is passable, but I'm always looking for something to give me an edge and not break the bank :P
07/08/2008 (3:18 pm)
Interesting! Thanks for the help. I might check out Fragmotion. UV Map creation is the most time consuming part I am finding. UU3D is passable, but I'm always looking for something to give me an edge and not break the bank :P
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