Where can you get 3ds Max?
weirdal = new ptaq()
2nd September 2003
http://www.discreet.com Its expensive though, most people use Gmax over 3DSmax.
Damn.... can you still make nice-looking stuff with Gmax?
weirdal = new ptaq()
2nd September 2003
Gmax is a free, scaled fown edition of 3DS max, its still a good tool for modelling however, obviously it isn't AS good as 3DS max is but it has most, if not all of the necessary features for making some good models :)
How do I go about creating a model?
go threw 20,000 tuturials and call me in the morning... Good Luck
Hey , there are many ways to model, you can even import models from other packages in gmax or 3D studio. Gmax is great for learning the fundamental basics of 3DStudio, but lacks some of the features. See 3Dstudio is really designed to make movies and has some rather realistic rendering effects but it handles making games quite well also. Like Maya, another highend 3D package, it comes with a nice price tag. Full version of maya is twice the price of max the last I saw, thats like $14,000 for a freeking program. They probly sucker you into mad update and plugin fees also to stay current. I use AM (Animation Master) for modeling, and have for many years. Its simple to learn and has many wonderful features. Many say its the best for Character animation, but I think Maya is the most realistic in the end, even if it does take HUGE teams of people devoted to one aspect to achieve the total goal. AM lets just about anyone in and it cost $299 and all its plugins such as dynamic hair, bones, cloth, smartskin joint tools, come free. (although they only help for making animation these plugins and not really realtime games). It can also export to 3ds and lightwave formats I think maya too. Im not positive though. I only purchased one plugin for AM because I KNOW the author worked his ass off and its a great tool for rigging. TSM. But it was only like 20 bucks, with free upgrades! A Maya plugin can cost as much as a used car! Max plugs are also not to cheap, but I think there is a massive library of truly awosme plugs for max. Again, those really only work for animation or film work, not games though.. Upgrades are $99 a year only and I rarely update every year. I usually do when a new feature comes out or if old one is made to work the right way. I am not sure if I can post the link to the animation master site cause Im new to forums, but if your interested I know what it is if I am allowed to do that. Or do a yahoo search for animation master. I highly recomend it for modeling but all moddlers are not the same. I made my avatar with AM so there you go for an example... Back to your question.. One thing that would be a good idea is to install the MDT (mod dev toolkit) that opens with the BFV CD installer and the BF Gmax app. It installs gmax with special BFV format exporting tools that allow you to import and export models from the original game. Looking at how the original game models are setup is probly a good idea if your interested in modeling. Just look for now, but keep in mind you might want to use these as templates for your modification. The scale and texturing (although the texturing will not show up in gmax cause their formats were changed for the game) are already done! Once the MDT is installed along with the BF Gmax and then just use winRFA to export the standardMesh.rfa , follow the basic MDT tutorials about editing a game mesh. By default when opening a mesh the textures will not show up because they are converted to a format .dds for the game after they are applied to the model. The only solution would be to convert them into a gmax readable format and re texture if you want total control of the skin. I can't help you with that, and I also know very little about actual modeling in 3D studio other than how to use the basic primitives. I never learned nurbs or the more sofisticated patch systems really well. I make my models in another program called Animation Master that is top notch modeler, and very intuitive for producing organic shapes such as humans, however max will probly always rule when it comes to mechanical modeling. I also can't help with texturing other than look using UV unwrap modifiers to better control how a map is projected. You can affect this thing called the gizmo that directly manipulates the surface map. I still do not understand how to unwrap polygon models but Im sure its in there too. You can also extract the skin for that object modify it with photoshop and the .dds plugin that converts PS files into .dds read by BFV. Make sure to not open the extracted skin with mip maps displayed, it will screw you up. select do not diplay mipmaps when the dialogue pops up. You can change and modify the texture as much as you like but you can't save until the end ( you should only save a copy with a different name if you want to dave your layers for later edits)you must flatten layers in it then save overwriting the original. ( that way you avoid having to browse to the file you are changing/replacing.) This time tell it to generate all mipmaps when saving and the texture will work ingame after packing the standardmesh and texture folders. Use RFA packer for that in the Archive folder of your mod ( I think only install that tool in Archives folder if you install the MDT and used Mod Wizard to set up a new mod) and you have a new skin for your mod and model hopefully... Really the most confusing thing is the texturing, but try taking apart a few of the models in the game or making new parts and applying textures. If you make any new textures, I think tga is the format to use for gmax, but I really could be wrong. I noticed that some .dds have alpha layers so I figure its tga for those, and jpeg probly for the others regular textures, without alpha chanlz. Make sure the textures are converted to .dds with PS plugin when they are looking good on the model and that you place the .dds version of your texture in the proper folder with the rest of the skins. Let me know if anything in that helped you or if I can clarify anything. Thanx! GOod Luck, and I hope to see you making some awsome models soon!
Oh yeah, Maya can export to real time games also, check out Vampire the Masquerade if you want an example. I really enjoyed this game, and am looking forward to the sequel, but I must say it has nothing new that I hadn't seen a max game do. I haven't heard anything signifigant other than that about maya games, but Im sure somethings got to be brewing somewhere. Look around the maya website and you will see some amazing toys for 3D luvrs. I noticed links posted above so I assume link posting is ok.. http://www.alias.com/eng/index_flash.shtml will show you the maya toolsuite and http://www.hash.com/ is the website for Animation Master (I know a funny name, but thats the guys name who created the proggie, Martin Hash) My opinion, if you actually are developing maya games you have either way to much cash lying around and you need to call me up so I can be your new best friend or you have some very cool friends. Who do you know has 14gs to blow on a few cds and a book? I cant even fix my busted car, and yet somehow I can still barely buy BFV. I feel like a lucky man...