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InsideQC Forums • View topic - How to start making own 3d models?

How to start making own 3d models?

Discuss the creation of various model formats for Quake engines, and related matters to modeling.

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How to start making own 3d models?

Postby toom » Wed May 14, 2008 5:43 pm

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Re: How to start making own 3d models?

Postby leileilol » Wed May 14, 2008 6:08 pm

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Re: How to start making own 3d models?

Postby razvanab » Wed May 14, 2008 7:09 pm

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Postby leileilol » Wed May 14, 2008 9:37 pm

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Postby Urre » Thu May 15, 2008 6:52 am

I was once a Quake modder
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Postby toom » Thu May 15, 2008 9:43 am

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Postby leileilol » Thu May 15, 2008 10:07 am

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Postby zxcvb » Fri May 16, 2008 2:16 am

*all:

enjoy your tired lame ironic tone when replying to a post.
________
Last edited by zxcvb on Tue Feb 15, 2011 9:13 am, edited 1 time in total.
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Postby Electro » Fri May 16, 2008 3:48 am

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.
Benjamin Darling


Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
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Postby toom » Fri May 16, 2008 8:03 am

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 :P).
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Postby absynth » Fri Jun 20, 2008 3:37 pm

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Postby leileilol » Fri Jun 20, 2008 6:11 pm

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