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# Do you make your own models?

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MessageBox    109
Does anyone(hobbyists) actually build there own 3d models for their games, or do they use existing models you can get off the net?

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yckx    1298
I make my own. The really simple ones I used initially were hand coded, then I picked up Milkshape3d.

yckx

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JTippetts    12949
I make my own, too.

Josh
vertexnormal AT linuxmail DOT org

Check out Golem: Lands of Shadow, an isometrically rendered hack-and-slash inspired equally by Nethack and Diablo.

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krez    443
i just use cubes. if it ever gets far enough to matter i''d get someone else to make the models

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DJSnow    100

i''m using models from public sites for testpurposes
i''m no graphician, and i don''t know one who could take up the work for my private things.

DJSnow
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this post is manually created and therefore legally valid without a signature

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RPGamer    122
I tend to program in ''layers'' First I will program the engine, then go through and add in eye candy such as 3D Models and such. Way back when I downloaded objects off the net, but now I use Milkshape 3D to model objects, UV Map them with LithUnwrap and texture them using Paintshop Pro. That setup is about 100 dollars, not bad

RPGamer

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psykr    295
I input the floats in binary.

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MessageBox    109
I think I''m going to get Milkshape, I haven''t seen a bad word said about it.
What''s the deal with it anyway, is it free? I went to the site and found a download link, I thought it wasn''t supposed to be free.

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OrangyTang    1298
quote:
Original post by MessageBox
I think I''m going to get Milkshape, I haven''t seen a bad word said about it.
What''s the deal with it anyway, is it free? I went to the site and found a download link, I thought it wasn''t supposed to be free.

Milkshape is pretty good. Its not free but it is pretty darn cheap (especially compared to the other modelers which cost way more). About the only other low cost alternative is Blender (which is free, but has an awful UI and a horrible elitist attitude surrounding it).

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Anim8or is equally as good as milkshape and it is free. I''ve used this to model loads of stuff.

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Nypyren    12061
My artist friend makes the models, I make the program.

He''s freakin good at it, too.

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MessageBox    109
quote:
Original post by pkelly83
Anim8or is equally as good as milkshape and it is free. I''ve used this to model loads of stuff.

Yeah, but you can''t export animations with it.
I think it''s planned for the next version though.

I just don''t like Blender, gave it a chance, but it can be extremely frustrating.

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RonHiler    214
If you''re on a serious budget, Milkshape is okay . What you''ll find eventually though is that it gets to be pretty limiting. The animation support especially is very limited. But at $25, if you''re on a serious budget, it''s the way to go. It''s what I started with. GameSpace, which is what I use now, is a very good modeller/animator, IMO. It is a bit more spendy ($300), but way less than 3DSMax/Maya/TrueSpace, and unlike those packages, GS is geared specifically toward game development. It''s one drawback as far as I''m concerned is it''s native UV mapping interface, which, while doable, is somewhat horrific. Supposedly they are working on it to make it easier/better.

Milkshape is essentially designed to build models one poly at a time (yeah, there are built in primitives and extrude functions and the like, but without the ability to move around vertices in the perspective view, it''s just as time consuming to get them in the right spot as it is to drop down one face at a time). GS is designed to use primitives and extrudes, and does allow you to model right in the perspective view, which, once you get used to it, makes things much faster. Just to give an idea, I spent about two weeks modelling just the legs of my avatar in MS. Then I went to GS, started over, and modelled the entire avatar in 2 days (including learning the interface), and the resulting model is far better than what I had previously. So you can see it''s much more efficient in GS.

Of course, then I hit the texturing part, and it was like hitting a brick wall Hopefully they get that fixed soon. I haven''t yet done animation with the package, but I''ve seen the tutorials, and it looks pretty well done. Plus it supports animation sets (which MS3D doesn''t), which effectively is the reason I left MS3D in the first place.

So, MS3D is a good place to start if you''re low on funds, but eventually you''ll probably find you need something better.

And yes, you should probably do your own models, or have them done. Taking stuff off the web is just asking for a lawsuit Unless it''s specifically freeware *and* without copywrite *and* your project is non-commercial, I wouldn''t use other''s models.

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Dobbs    164
I agree with RonHiler about Milkshape being quite limiting. I used to use it for modelling (I still find it useful for converting between different formats and other little things) but I switched to Wings3D a while ago and haven''t looked back. It''s a dream to work with. It''s also free.

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OrangyTang    1298
quote:
Original post by Dobbs
but I switched to Wings3D a while ago and haven''t looked back. It''s a dream to work with. It''s also free.

Last time I looked, Wings doesn''t support any sort of animation - one of the good things about milkshape is that its about the only cheap modeler that support skeletanal animation. (And can export to a whole bunch of animated formats like md2 as well as its own). I''m still keeping my eye on Wings though..

Milkshape is great for what its intended for - low poly models like game characters, weapons or other items. I wouldn''t try and use it as a level creator though.