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FPS Creator X10 / Can we still use our old 3D model makers with X10?

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RJ is out Leave a message
19
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Joined: 7th Nov 2005
Location: The butt end of the U.S.
Posted: 17th Nov 2007 20:17
Just to be on the safe side, Are we still going to be able to use our 3D modeling programs like Milkshape3D,3D World Studio and Blender to make new segments and custom media? And will you be releasing a new segment editor just like the old one but less buggy and user friendly?

TGPEG
17
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Joined: 28th Dec 2006
Location: Bristol, United Kingdom
Posted: 17th Nov 2007 20:40
Maybe not Milkshape if you're making characters, they really need to be higher poly ones. Otherwise you'l; have an X10 game with X9 character quality, which would be a bit rubbish really.

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Orrion Carn
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Joined: 23rd Jul 2007
Location: Sandpoint, Idaho
Posted: 23rd Nov 2007 01:11
But, what if you made a real high-poly character in Milkshape...

Edit: So, waht your saying is that Milkshape can build models for X10... But it would look like X9?



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fallen one
18
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Location: My imagination!
Posted: 23rd Nov 2007 02:17
you only need high poly characters for the normal maps, the base model is lower poly.

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Orrion Carn
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Joined: 23rd Jul 2007
Location: Sandpoint, Idaho
Posted: 23rd Nov 2007 03:56
Huh?

So, basicly what your saying is, stick with a high-poly program? Like blender or something like that? I don't even know how to use blender...



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Doggy
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Posted: 23rd Nov 2007 07:34
The milkshape will still be a good and working choice to make models. You can quite easily make a model with 2000-3000 tris and a hi-quality texture, and it'll look very nice. It's all about the art-directing.

Only things you won't be able to do with Milkshape are the bump/normalmapping effects, but there are several different programs that can do that for you.

And as with the bumpmaps, you don't have to use hi-poly models as a base when doing normalmaps.
DJ Professor K
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Joined: 19th Dec 2005
Location: Somwhr in front of a brokn kyboard.....
Posted: 23rd Nov 2007 09:35
You can use whatever 3d modeling program you want.

All you need to do is add more details, both to the texture and the model.
Cheese Cake
17
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Joined: 11th Dec 2006
Location: At the bakery
Posted: 23rd Nov 2007 11:20
Yeah what DJ professor said...
You can use any modeling program...

And as for High-poly or low-poly....

High-Poly is mostly for Rendering use only...
And for rendering a Normal-Map out of it.

Look at Jon's and Bond1's thread about the x10 models etc..

They exlained to you, that not everything has to be a somewhat
Higher-Poly model for just looking good...

Your most concern is the Texture, and since FPSC x10 also uses
a better Normal-Map and stuff..
Therefore the Texture, Normal-Map. are the biggest concern..

The better the Normal-Map, the higher the polycount will look like.

But for polycounts, i think that with x10 it doesnt hurt to stick with:
2000-3000.
Since it can easily handle more than the current version.

Hope it helped!

Cheers,
Cheese Cake.


bsgamemaker
21
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Joined: 16th Jul 2003
Location: United States
Posted: 24th Nov 2007 23:42
One question I would like to ask is, would FPSC X10 render our models for us, because it has specular, bump mapping and so on to enhance our models imported into program? Then in that case we would just focus on high detailed modeling and texturing. Or is it good to pre-render our models with normal/bump mapping effects and then have X-10 to enhance that as well to give a richer look and effect.

Bsgamemaker..
Doggy
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Posted: 25th Nov 2007 00:35
You need to create and import all the shader-textures (bump/normal- and specular maps) with the model. Then you'll just have to specify which files the model uses etc, and the FPSC's engine renders them in real time.

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