The advanced view is not active because it's going to show some data retrieved from the game itself, like thrust ratio and technical stuff like that.
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The advanced view is not active because it's going to show some data retrieved from the game itself, like thrust ratio and technical stuff like that.
Ooh, that'll be interesting!
Here's part 1 of me building the next prototype ship in 3ds max 8. If anyone's interested in modeling and would like to take a look just click the link:
http://www.youtube.com/watch?v=0QdvHnmk0oI
Here's one of the many references to this great forum that started it all:
https://fbcdn-sphotos-g-a.akamaihd.n...64703710_n.jpg
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great work, would love to see wireframes and texture maps on the models (curious 3D artist here) and was wondering if you're using the HP to LP workflow or wether you're directly modelling into low poly
Love some of the designing in here :)
Cipher
Thanks!
You can see how a ship is currently being modeled for the game here:
http://www.youtube.com/playlist?feat...2p5HtddqMQpaao
I usually make the model directly for the game. I don't make high poly models to optimize later. Ain't nobody got time fo' dat.
that time pays off though, personally find that you can go lower poly using normal maps without having a strong seam from one poly to the other
meeh, don't know, i just like modelling in HP :p
Keep it up! Good stuff ;-)
Cipher
Yeah but since they're specifically game models there's no reason to make them HP. I'd end up with a bunch of useless high poly models occupying space in my already crowded HDD...
I'm also more specialized in low/medium poly modeling than really high poly because I've been only making game models for 8 years now.
I always apply smaller details on the textures as well.
i always love to look back on HP models, dem smooth curves and such ^^, love it!
Though main advantage of HP to LP is that you can have dynamic lighting information on small details like screws/ indents/ bolts/ ... baking it into the normals
But everyone his own choice, so carry on ;-)
Cipher
Lol, I always textured my normals, like rivets and welding lines. Didn't know you could calculate them from actual mesh...
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