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How to start making own 3d models?

Posted: Wed May 14, 2008 5:43 pm
by toom
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!

Re: How to start making own 3d models?

Posted: Wed May 14, 2008 6:08 pm
by leileilol
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)

Re: How to start making own 3d models?

Posted: Wed May 14, 2008 7:09 pm
by razvanab
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 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)

so in the end there is 3d format without problems ?

Posted: Wed May 14, 2008 9:37 pm
by leileilol
MD3.

Posted: Thu May 15, 2008 6:52 am
by Urre
leileilol wrote:MD3.
Enjoy limited physical size (512 qu) and huge filesizes using many animations.

A format supported by DP which atleast seems to work fine, is PSK.

Posted: Thu May 15, 2008 9:43 am
by toom
The problem with MD3 is a limit of polygons to 4096. The problem with PSK is that the game engine I am using is not supporting this type of 3d model and we don't have to time to write code for it.

Posted: Thu May 15, 2008 10:07 am
by leileilol
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

Posted: Fri May 16, 2008 2:16 am
by zxcvb
*all:

enjoy your tired lame ironic tone when replying to a post.
________
HERBAL VAPORIZERS

Posted: Fri May 16, 2008 3:48 am
by Electro
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.

Posted: Fri May 16, 2008 8:03 am
by toom
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).

Posted: Fri Jun 20, 2008 3:37 pm
by absynth
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

Posted: Fri Jun 20, 2008 6:11 pm
by leileilol
absynth wrote:didn't hear anyone talk about milkshape.
Because it's a broken piece of crap not worth mentioning?

Milkshape + Gmax + LithUnwrap is sooo 2002. Nothing has really changed for those programs since then.