How to start making own 3d models?
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How to start making own 3d models?
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!
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!
- toom
- Posts: 6
- Joined: Wed May 14, 2008 5:13 pm
Re: How to start making own 3d models?
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)
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: How to start making own 3d models?
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 youtoom wrote:SMD
Enjoy your lack of vertex weights, also most quake engines do not support hl model format nor dpm/zymtoom 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 ?
- razvanab
- Posts: 13
- Joined: Wed May 14, 2008 5:12 pm
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
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 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.
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
http://www.bendarling.net/
Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
http://www.bendarling.net/
Reflex - In development competitive arena fps combining modern tech with the speed, precision and freedom of 90's shooters.
http://www.reflexfps.net/
- Electro
- Posts: 312
- Joined: Wed Dec 29, 2004 11:25 pm
- Location: Brisbane, Australia
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
).
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
- toom
- Posts: 6
- Joined: Wed May 14, 2008 5:13 pm
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
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
-

absynth - Posts: 6
- Joined: Wed Jun 18, 2008 7:34 pm
- Location: Nashville, TN
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