Inside3D!
     

How to start making own 3d models?

 
Post new topic   Reply to topic    Inside3d Forums Forum Index -> Modeling
View previous topic :: View next topic  
Author Message
toom



Joined: 14 May 2008
Posts: 6

PostPosted: Wed May 14, 2008 5:43 pm    Post subject: How to start making own 3d models? Reply with quote

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!
Back to top
View user's profile Send private message
leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Wed May 14, 2008 6:08 pm    Post subject: Re: How to start making own 3d models? Reply with quote

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)
_________________
Back to top
View user's profile Send private message
razvanab



Joined: 14 May 2008
Posts: 3

PostPosted: Wed May 14, 2008 7:09 pm    Post subject: Re: How to start making own 3d models? Reply with quote

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 ?
Back to top
View user's profile Send private message
leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Wed May 14, 2008 9:37 pm    Post subject: Reply with quote

MD3.
_________________
Back to top
View user's profile Send private message
Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Thu May 15, 2008 6:52 am    Post subject: Reply with quote

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
Back to top
View user's profile Send private message Visit poster's website
toom



Joined: 14 May 2008
Posts: 6

PostPosted: Thu May 15, 2008 9:43 am    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message
leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Thu May 15, 2008 10:07 am    Post subject: Reply with quote

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
_________________
Back to top
View user's profile Send private message
zxcvb



Joined: 17 Mar 2008
Posts: 27

PostPosted: Fri May 16, 2008 2:16 am    Post subject: Reply with quote

*all:

enjoy your tired lame ironic tone when replying to a post.
Back to top
View user's profile Send private message
Electro



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

PostPosted: Fri May 16, 2008 3:48 am    Post subject: Reply with quote

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/
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
toom



Joined: 14 May 2008
Posts: 6

PostPosted: Fri May 16, 2008 8:03 am    Post subject: Reply with quote

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 Razz).
Back to top
View user's profile Send private message
absynth



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

PostPosted: Fri Jun 20, 2008 3:37 pm    Post subject: Reply with quote

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
Back to top
View user's profile Send private message Visit poster's website
leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Fri Jun 20, 2008 6:11 pm    Post subject: Reply with quote

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.
_________________
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Inside3d Forums Forum Index -> Modeling All times are GMT
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2004 phpBB Group