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3 Dimensional Chat / Modeling thinking help

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Jeremiah
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Posted: 30th Apr 2007 00:42 Edited at: 30th Apr 2007 02:19
Hi guys. I was just curious and thought I would get your opinion.

I am comfortable with modeling in maya, but I realize that I can't export out to anything easy and retain my textures.

Do you think it is better for me to model in maya and the export out to milkshape and do my texturing there, or??? something else.

I still don't understand texturing, but I think I might just work on some models and then worry about texturing them later when I have time to sit down and learn something new.
Disturbing 13
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Posted: 30th Apr 2007 01:30
sounds good to me, if you are more comfortable modeling in maya then do so, butmake sure its a low polly model and easily "groupable" for texturing.


Jeremiah
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Posted: 30th Apr 2007 02:19
Well I am going to be doing all of my models for x-10, so I think I can get buy with some heavier poly counts. I hope.
FredP
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Posted: 30th Apr 2007 04:18
Just because you can use more polys doesn't mean you should do so.
Efficiency is the name of the game when making a game.

Disturbing 13
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Posted: 30th Apr 2007 04:23 Edited at: 30th Apr 2007 05:19
@FredP-I couldn't agree with you more. Just because you can do something doesn't mean you should. Remember, it just has to look good for as long as you have to kill it,lol.


Jeremiah
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Posted: 30th Apr 2007 04:37 Edited at: 30th Apr 2007 04:37
I just want my models and enviroments to look like those in more comercial games, like rainbow six, splinter cell...
FredP
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Posted: 30th Apr 2007 07:06
You should want your stuff to look unique...not like something else.
I want people to look at my models and say it looks like my stuff not something out of some other game.
In any case you may be putting the cart in front of the horse.
Worry about improving your modeling skills to that level then worry about the other stuff.

Disturbing 13
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Posted: 30th Apr 2007 08:22
indeed it takes much more skill to model something in lowpoly and make it look good/realistic than it does in high poly. But when you get your skill level to the point that you are confident enough to move to the next level, then go to higher polly, but be smart about it; don't just make a super high polly model because you can. It may be regretted in the later stages of level creation.


Jeremiah
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Posted: 30th Apr 2007 16:15
I was thinking my models would be about 6000 polys a piece. Not real high, just a little higher than the current ones. I am also thinking about redoing the skeletons so that I can include complex mouth movements, but I may just use cut a way scenes for that, as it would probable just be a waste to do that in game.

But I do appreciate the advice.
xplosys
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Posted: 30th Apr 2007 17:37
Far from being a modeler or game maker for that matter, I have just only begun to learn the skill, so I'm not talking from experience here. It just seems that the level of realism, or poly count, of a model should be determined by it's importance in the game.

Obviously, something never seen up close or used by the player (background) doesn't need to be high poly, while items that play a major part in the game, or interact with the player need to be.

Then of course there is the consideration of the engines ability to deal with it, which is why, as you mention above, we must be so much more aware with FPSC. The practices and shortcuts that the big companies use to keep poly down is amazing. We could learn a lot.

Best.

I'm sorry, my answers are limited. You must ask the right question.

Jeremiah
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Posted: 30th Apr 2007 18:24 Edited at: 30th Apr 2007 18:25
Why Can't I just have 10,000,000 poly's and still have the game run at 60FPS

lol

btw, if their models are such low poly, why do they look so great?
Butter fingers
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Posted: 30th Apr 2007 19:37
Dude, before we get started, I have been using Maya for 2 years, and would advise you do all you texturing in Maya. The UV editor is far more powerful than lithunwrap or Milkshape.

Just go to view--> UV Texture WIndow.

You can add planar, cylinder and pelt map to your meshes, as well as editing the way the mapoer works, in the atributes on the right. You can get a direct X exporter for maya, that supports both static and animated meshs from the Direct X SDK (google it).

All I'm saying is that Maya is like £980 more than Milkshape, and is far more powerful. Id stick with it, read some tuts and get your UV mapping down in it.

With regards to high poly... forget it man. The only benefit of going super high poly is being able to create tasty Normal maps for your low poly model.

Quote: "if their models are such low poly, why do they look so great? "


well, that would be down to the quality of the texture and the use of shader maps. THe whole point of a normal map, is that you can save on poly-generated detail by generating it in the texture

Jeremiah
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Posted: 30th Apr 2007 23:37 Edited at: 1st May 2007 01:32
Thanks butters.

So the most important aspect is texture quality and shader maps?

Does it work best to export the uv cordinates out to photoshop?

Does it matter if the textures I use exceed the exported cordinates, or do I have to get everything to line up perfectly with the white lines?


I have very limited knowledge of either. I can model anything, but I am still learning the rest.

I have maya 6.0, what are you using?

Thanks
Jeremiah
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Posted: 1st May 2007 00:05
Dear lord, I am downloading the sdk from the msdn and it is downloading at 1.47 KB per second. This is a 441 MB File and claims it will take 125 hours. Please tell me someplace where I can download a lot faster than this. I have tried searching for links to elsewhere to download and they all take me back to the slow arse msdn

BTW. I normally download everywhere else at between 100 - 200 KB

Thanks
FredP
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Posted: 1st May 2007 00:32
I think this belongs in the 3D Chat forum.

Jeremiah
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Posted: 1st May 2007 01:32
I found a better download.
Butter fingers
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Posted: 1st May 2007 09:51
keeep your eyes on the FPSC models and media forum, and I'll try and do a Maya UV map tutorial.

hessiess
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Posted: 1st May 2007 15:35
you could switch to blender for making game models, would save alot of mucking around with different programs.

learn blender, you will never regret it.
Jeremiah
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Posted: 1st May 2007 17:08 Edited at: 1st May 2007 17:10
I already have maya and having already spent 3000+ on this program, hessiess you sort of feel the need to stick with it.


Thanks butters!!!

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