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How to start making own 3d models?

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toom Joined: 14 May 2008 Posts: 6 |

Posted: Wed May 14, 2008 5:43 pm Post subject: How to start making own 3d models? |

Hello, What software to use to make custom 3d characters? Is there a way to convert a high-poly (7000 vertices) model to low-poly (3500)? What format is better- SMD, MD2, MD5? Any tutorials?
Please help!

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Wed May 14, 2008 6:08 pm Post subject: Re: How to start making own 3d models? |

toom wrote:
Hello, What software to use to make custom 3d characters?

I use Blender. No one here really model characters anymore.

toom wrote:
Is there a way to convert a high-poly (7000 vertices) model to low-poly (3500)?

- Most do it by rendering a normal map on a low poly model to retain detail
- It's best to reduce polys by hand than use a button to do it for you

toom wrote:
SMD

Enjoy your lack of vertex weights, also most quake engines do not support hl model format nor dpm/zym

toom wrote:
MD2

Enjoy your lack or vertex precision (wobblies)

toom wrote:
MD5

Enjoy your lack of normals (broken up shading)
_________________

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razvanab Joined: 14 May 2008 Posts: 3 |

Posted: Wed May 14, 2008 7:09 pm Post subject: Re: How to start making own 3d models? |

leileilol wrote:

toom wrote:
Hello, What software to use to make custom 3d characters?

I use Blender. No one here really model characters anymore.

toom wrote:
Is there a way to convert a high-poly (7000 vertices) model to low-poly (3500)?

- Most do it by rendering a normal map on a low poly model to retain detail
- It's best to reduce polys by hand than use a button to do it for you

toom wrote:
SMD

Enjoy your lack of vertex weights, also most quake engines do not support hl model format nor dpm/zym

toom wrote:
MD2

Enjoy your lack or vertex precision (wobblies)

toom wrote:
MD5

Enjoy your lack of normals (broken up shading)

so in the end there is 3d format without problems ?

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Wed May 14, 2008 9:37 pm Post subject: |

MD3. _________________

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Urre Joined: 05 Nov 2004 Posts: 1073 Location: Sweden |

Posted: Thu May 15, 2008 6:52 am Post subject: |

leileilol wrote:
MD3.

Enjoy limited physical size (512 qu) and huge filesizes using many animations.
A format supported by DP which atleast seems to work fine, is PSK.
_________________
Look out for Twigboy

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toom Joined: 14 May 2008 Posts: 6 |

Posted: Thu May 15, 2008 9:43 am Post subject: |

The problem with MD3 is a limit of polygons to 4096. The problem with PSK is that the game engine I am using is not supporting this type of 3d model and we don't have to time to write code for it.

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Thu May 15, 2008 10:07 am Post subject: |

Urre wrote:
A format supported by DP which atleast seems to work fine, is PSK.

Enjoy your lack of exporters that isn't 3DSMax.

toom wrote:
The problem with MD3 is a limit of polygons to 4096.

Not true, i've had a 20k+ poly MD3 before working nicely
_________________

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zxcvb Joined: 17 Mar 2008 Posts: 27 |

Posted: Fri May 16, 2008 2:16 am Post subject: |

*all: enjoy your tired lame ironic tone when replying to a post.

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Electro Joined: 29 Dec 2004 Posts: 241 Location: Brisbane, Australia |

Posted: Fri May 16, 2008 3:48 am Post subject: |

toom: It really depends what you need out of your game as to what format you'd choose. Each one has their pros and cons. You also need to be sure that there's obviously exporters available for the format you think is best suited. If you provide some more info on what you'd need out of a model format, and what modeling package you're using.. I'll help you figure out a model format that would be best suited.
_________________
Unit reporting!
http://www.bendarling.net/

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toom Joined: 14 May 2008 Posts: 6 |

Posted: Fri May 16, 2008 8:03 am Post subject: |

The game, which I write, is my MSc dissertation. Because of that I don't want to spend hundred of $$$ and I cannot use pirated software. Currently I use GMax. It can export to Md3 format but the exporter plugin is limited to 4096 polygons. I have a human character from MakeHuman which I converted with MeshLab to abut 7000 vertices and I can load it into GMax but cannot export it into Md3.
I have ASE/ASC exporter for GMax, but I don't know if this format supports animations.
I know how to make bones in GMax and animate them, but not how to attach bones to the model.
The game engine uses GLScene component, so the following 3d formats are supprted: 3ds,bsp,gl2,gts,lwo, md2,md3, md5,mdc, ms3d,nmf, nurbs,obj, ,smd,stl, tin,vrml.
I read somewhere that I can pose my model in MakeHuman and export as many obj files and then compile them into Md3 animation. But I don't know how to compile it and the problem is that I cannot texture the model in MakeHuman (at least I don't know how) and it has bare feet (it needs some shoes ).

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absynth Joined: 18 Jun 2008 Posts: 6 Location: Nashville, TN |

Posted: Fri Jun 20, 2008 3:37 pm Post subject: |

I kind of skimmed through this and didn't hear anyone talk about milkshape. Milkshape imports a number of formats and has some great polygon reduction features like the directx mesh tool. milkshape is $25.. an amazing price and has a ton of tutorials. gmax is cool, but has its own limiations and combining that program with the power / flexibility milkshape offers I think you'd find a solution that way.
Thanks
Caleb

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Fri Jun 20, 2008 6:11 pm Post subject: |

absynth wrote:
didn't hear anyone talk about milkshape.

Because it's a broken piece of crap not worth mentioning?
Milkshape + Gmax + LithUnwrap is sooo 2002. Nothing has really changed for those programs since then.
_________________

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