Commercial vs Homemade Modeler
I posted the following message to the Graphics Programming forum. I haven't gotten many responses there (there are many unanswered messages in that forum). I hope I'm not out of line by re-posting here. I probably should have posted here in the first place, given that many of you have likely dealt with this problem in some form or another. Here it is:
I'm in need of a modeling program for creating 3D models for a game I'm working on. I've looked at software such as Animation Master and TrueSpace, but their support for extracting model data for use in real-time rendering is mostly of secondary importance (the SDKs used to export model data into your own format aren't included on the program CD; you must download them via FTP).
What do you guys use to create the 3D models for your rendering engines? Do those of you who use commercial software use an SDK to export model data or do you extract model data directly from the file output by the modeling software? Reading model data directly is not my favorite option, given the usual lack of documentation on proprietary file formats.
I can't afford very expensive software. I'm considering creating my own spline-based modeler, a task the magnitude of which I'm sadly unaware of. Is this too much work for a person who's still learning about 3D programming? Is there a better solution?
Edited by - chronos on 8/18/00 5:25:08 PM
I use MilkShape 3D. It''s a very cheap, yet powerful modeler. I don''t remember its url, but, running a search for it will yield that.
To get models out of it, I wrote an export plugin. I took about 2 hours, including the time it took to learn how to use the MilkShape SDK. Very simple.
To get models out of it, I wrote an export plugin. I took about 2 hours, including the time it took to learn how to use the MilkShape SDK. Very simple.
Thanks to both of you for the tip on MilkShape 3D...
There''s a couple of drawbacks that keep me from commiting to it. First, it''s polygon based. I was hoping for something more scalable, like curves. There''s also something that bothers me about paying for something intangible like shareware (I suppose I''m just being silly about that). But yeah, it''s something to consider.
Anyone else have any ideas on how to approach this problem? Has anyone here created a custom modeling tool? I''d love to hear of your experiences.
There''s a couple of drawbacks that keep me from commiting to it. First, it''s polygon based. I was hoping for something more scalable, like curves. There''s also something that bothers me about paying for something intangible like shareware (I suppose I''m just being silly about that). But yeah, it''s something to consider.
Anyone else have any ideas on how to approach this problem? Has anyone here created a custom modeling tool? I''d love to hear of your experiences.
Is the MilkShape 3D format easy to understand and easy to load into your
own program? I''m using D3DIM and I''m looking for an alternative format
to .x files. All I have is a lame .x file viewer and nothing to create
models!
Wayfarer
own program? I''m using D3DIM and I''m looking for an alternative format
to .x files. All I have is a lame .x file viewer and nothing to create
models!
Wayfarer
I heard good things about blender, but there is no UNDO operation, so I decided not to use it.
I am also stuck to find an inexpensive spline based modeler for game development.
3rd person
I am also stuck to find an inexpensive spline based modeler for game development.
3rd person
Funny you should mention Blender. I tried using the darn thing but the interface gives me a headache. Perhaps it''s a matter of getting used to it (the tutorials help a lot), but it rather tries my patience. I also don''t know how to extract or interpret Blender model data. Perhaps I should give it more of a chance.
Ah, nevermind. The thought just occurred to me as I was downloading
MilkShape that I could write an export plugin to output my very
own 3D format. I guess you really don''t have to use any of MilkShape''s
formats as your own. Which makes me very happy.
Wayfarer
MilkShape that I could write an export plugin to output my very
own 3D format. I guess you really don''t have to use any of MilkShape''s
formats as your own. Which makes me very happy.
Wayfarer
chronos:
When I d''loaded it the first time I also got a headache from it.
But now I find it easier then 3DS MAX.
eg.
To make a new face in 3DS MAX you need to click in the sidebar, click on the button, click another button, and finnaly you can make the face.
In Blender you can select 3/4 vertices and press "f" and voila, a new face!
btw. I use MilkShape 3D to animate (& texture) the models because Blender can''t do bones per vertex.
When I d''loaded it the first time I also got a headache from it.
But now I find it easier then 3DS MAX.
eg.
To make a new face in 3DS MAX you need to click in the sidebar, click on the button, click another button, and finnaly you can make the face.
In Blender you can select 3/4 vertices and press "f" and voila, a new face!
btw. I use MilkShape 3D to animate (& texture) the models because Blender can''t do bones per vertex.
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