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3 Dimensional Chat / Lost In (true)Space

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bitechu
22
Years of Service
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Joined: 29th Dec 2003
Location: Massachusetts
Posted: 14th Dec 2004 07:10
After 6 hours of frustration I think I'm starting to get comfy with this program. This is the first model I've made in TS that doesn't look like a hunk of monkey crap (well at least not totally).

I must admit the UI had me practically slamming my head against the desk. I know it still needs a lot of work but I'm pleased with my results so far.

Dot Merix
22
Years of Service
User Offline
Joined: 15th Oct 2003
Location: Canada
Posted: 14th Dec 2004 07:24
I dont understand, do you have a question.. or just showing off?

In any case, looks like it's coming along.

Could anyone list some differences in between gamespace and truespace for me? Which do you suggest more, and why etc.



WindowsXP Home(Service pack 2), Athlon XP 2400+(2.1Ghz), 1GIG Ram, Ati Radeon 9800Pro 128MB.
Clueless
22
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Joined: 16th Feb 2004
Location: Corbin, KY, USA
Posted: 14th Dec 2004 08:22
Looks like you're off to a good start Bitechu.

I feel (and share) your pain on the interface. I'm a gamespace owner but have about 95% of the options you show in your screen snap. It's a huge headache learning what the icons mean and where they're located. I finally spent a long weekend with the .PDF user guides and it helped tons.

@Merix:
Quote: "Could anyone list some differences in between gamespace and truespace for me?
"


I'm a Gamespace owner, but looking at Bitechu's screen snap I recognize almost every option. It looks like I've got the same primitives, material editor (texture files, procedural textures, etc.), UV mapping and editing tools, nurbs, splines, object hieararchy type tools to break apart and reassemble a model, recenter axis, slice selected part of model, etc.. I see what looks like the same "stock object" library (the prebuilt animated figures there are helping me a lot).

Caligari says my GS doesn't have some of the more advanced light mapping and rendering abilities that would be in TS, if I understand them correctly -- things that would be of concern to an ad firm or movie production studio. Their rationale seemed to be "if it needs really sophisticated rendering, it probably isn't of interest to a game maker anyway.

And there's the cost. Gamespace was $299. I think TS is $599?
bitechu
22
Years of Service
User Offline
Joined: 29th Dec 2003
Location: Massachusetts
Posted: 14th Dec 2004 08:24 Edited at: 14th Dec 2004 08:46
Gamespace was designed for creating game content so it may not have as many features as TS.

I don't have GS but from comparing the specs they look similiar. TS has more animated film making abilities(physics, particles, LightWorks rendering engine).

GS includes Milkshape to expand its import/export for popular games and game engines (although most of those features can be found in TSX plugins or Milkshape).

I guess it comes down to price trueSpace = $595 or gameSpace = $299

I would say showing off...6 hours to make a box look roughly like an automobile...I was just happy I could make something in the program.

edit: Thats what I get for being such a slow typer. Thanks Clueless....believe me I came close to giving up on TS altogether....I just got to remember patience, persistence, perseverance.

Oh...one other thing before I forget....3DBuzz.com has some excellent training videos for gameSpace (they apply equally for TS too).
Clueless
22
Years of Service
User Offline
Joined: 16th Feb 2004
Location: Corbin, KY, USA
Posted: 14th Dec 2004 09:01
Quote: " Thats what I get for being such a slow typer. Thanks Clueless....believe me I came close to giving up on TS altogether....I just got to remember patience, persistence, perserverance. "


LOL. I type just under 90 words per minute but you're already ahead of me in cranking out a showable hand-drawn model. We're of the same mind on the 3 P's though.

I've started out small in Gamespace but I've found the feature set more than capable. The most complicated things I've done so far are probably the breaking apart of an unanimated commercial model and altering it (changed center of rotation on some WW-II tank turrets) and then animating it, and/or some fairly passable texturing work on other models, inc. applying one type of mapping (spherical) to some faces and another (cubic) to others.

The only GS work I've posted on here so far has rung up about 1000 downloads, but it's just a cube with inverted faces and Bryce skybox textures. I'm almost embarrassed to admit it took me two days to learn to flip the faces
MikeS
Retired Moderator
23
Years of Service
User Offline
Joined: 2nd Dec 2002
Location: United States
Posted: 15th Dec 2004 05:51
Truespace probebly holds the record for me saying "I want to kill this tool" in the first three hours as far as the interface. After that though, it's definitly the best UI I've ever used on any 3D modeling software.

Glad to see another Truespace user as always though. Keep it up!



A book? I hate book. Book is stupid.
(Formerly known as Yellow)
Clueless
22
Years of Service
User Offline
Joined: 16th Feb 2004
Location: Corbin, KY, USA
Posted: 16th Dec 2004 05:43
Quote: "After that though, it's definitly the best UI I've ever used on any 3D modeling software.
"


As a Gamespace user, I more or less have the same UI as you Truespace folks and have to agree that, once you get used to it, it's very easy to use. I'm not knocking Milkshape, 3DSMax, Maya, or SoftImage (all of which I've tried demos) at all. It's just that once I got used to the Caligari way of thinking, it all suddenly makes sense.

One exception might be the UV mapping editor but the upcoming release of GS 1.6 this month looks to address all the complaints I have.

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