If I remember correctly SenorDingDong was the first mod leader.
Ernesford;4418066Given that I am essentially a 3d modeller for the automotive industry (CATIA V4 & V5) is it too much of a stretch of the imagination to using something like maya or 3d max or any other of the more gaming type 3d modeling programs? Its always been an area of interest although one that I've never really played with.
As I have learned using Catia V5 I can tell you that 3dsmax and Maya are not that different, although the layout and the way things are built are more tailored to desingers than to engineers in my opinion. I wanted to learn modelling but I gave up due to lack of time. (University can be a strain on your will to learn other things after a day full of lessons. ^^) I can't tell you how often I yearned for a good constraint-function like Catia has it. :) Also the skinning part is a bit more of an artform than modeling and that is a bit more to learn. :)
Anyway if you are interested in modelling, I can only say go ahead! The tutorials on the web are quite well done and I am sure that you will find help in these forums if you have trouble with some things. :)
First i've done map for bf42. Then i've learned modeling to add buildings but in fact i've more fun with handweapons. Then i've learned skinning ( i still learning). Now i try to improve my skills in animation and coding.
modelling is the easiest job because you can find plenty of tutorial like : Berreta 9000 tutorial But i've learned Catia at school so i had already most of the vocabulary. Skinning require more methods and help because it doesn't have good tutorial on the net (rather piece of tutorial to improve your skill) and it need a certain 2d pov.
Modding is really easy, you just need to learn.
Hmm I've heard opinion that CADs are completely different than modelling in for example 3dmax. Can you say a word about it Seth, since you know Catia?
EDIT: yeah, N24Reporter's post. Sorry, I just woke up :)
From the bit of work Ive done with autoCAD 2004 in school, it relies more or constructing lines to exact dimensions, while gmax and other game/art oriented modeling programs focus a bit more on editing existing geometric shapes to fit your needs. Not much experience in either though.
I might take up learning to model and skin-It seems interesting, and certainly a rewarding use of time.
I asked because I'm common with programs such as ProE or Solid Edge and was always wondering how it all works in more "artistic" programs.
Wanna go Double Dutch?
9th December 2003
I have access to 3ds max, maya and autocad. We use maya at school but I prefer 3d max (probably because that is the program I first used and learned to play around with). I have only played in autocad for an hour or so though, I don't have the time to try and learn/master that (not yet anyway).
The obvious difference between CAD and the other modeling programs is obviously in the way they handle shapes. CAD programs being more accurate (using nurbs, using maths for accuracte circular shapes etc.) and the other programs being more popular with polygon modeling.
I can't wait for the day that polygone models become obsolete and games will render nurbs models efficiently and all (or at the very least that both can be used together in game engines just fine: Nice square polygon boxes and perfectly round nurbs barrels!!). :naughty:
In 1985 my big brother bought a role-playing game called "Dragons & Demons" in Swedish, I played it a lot with him and my friends as well as some other similar games, I wrote several "adventures" for it and ran many campaigns for about 10 years, this is where I developed a taste for "game design" which later became "level design" when I started Bf1942 mapping. After that I started doing some BFV maps and also made a mod for that game (BFV:Grunts - an infantry mod). In 2006 I joined Forgotten Honor and started making maps for that tournament, which later led to the development of an expansion mod for FH1 called FHTMOD. Now I've finally learnt FH2 mapping and am building a map.. I bought my first computer in 2002 and 2 weeks after I bought it Bf1942 came, since then Ive spent pretty much all the time I've had over for the Bf series, but Ive tried some other game as well ofcourse.. "developing" is an abstract word, what it boils down to when making mods are this:
Patience - to overcome obstacles and not let setbacks stop you from reaching your goal Compromise - to be able to scrap work, delete things and change your work to make it adaptable to other peoples desires (this is what some people have problem with) Initiative - solve things, the only thing that matters is material. With no material, no mod or no map. So instead of trying to come up with ideas or read endlessly about how to do things, instead just do. For a mapper only one thing is #1 priority; to have the Editor running. When the Editor is turned off, the work dies. For a modeller the same is for the 3D program. (ofcourse other work can be done on the side, for ex. coding or texturing) Time - First thing you have to do if you are interested in creating computer games, mods or maps, is that you can't be affected by time. It takes ten times longer than you think. This is where most people bail out, they realise a map is not made in three days after work, it consumes all your free time, and you need to dedicate yourself, sit up all night, or as I do lately, set the alarm for 08:00AM on my days off and get right into Editor and start to work because that is what you need to do, work. It doesnt pay money, but it pays in happiness
When I just read the stories of the FH devs I'm so surprised, they must be real hardworking talents. I admire this, really =p
Well I asked mainly because few months ago i started my play with BF2 editor to make some maps and support FH2 perhaps in the future but I ran out of patience :(.