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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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chris3d165

View's on Luxology Modo as a replacement for a 3ds max artist.

3 posts in this topic

Hello Friend's

 

I am someone who has been working with 3DS max for about 3 year's mainly through high school.

 

I will say this and i have said it too many time's i love the speed and workflow in max and i don't want to leave it, however the price tag/($3,500)  is not exactly doable at this time.

 

I need something commercial and more friendly to my young wallet, i was using blender however the time difference to model something in blender and the extra steps needed to do the job vs what it would take in max make's me feel like i might be able to achieve better in something else close to max in a sense of ease of modeling with a more comfortable price tag.

 

So to clarify this do you think Modo the $1495 package is a good choice from someone like me with a good 3ds max background i am sure there are artist here with many year's more experience than i do and are lurking around being as great as you are so please you'r advice will be much appreciated, and also   what are something's modo's does better than max and what are some of the thing's of which you like and find other programs similar cannot achieve.

 

Thank you ,looking forward to some great replies.

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Hi,

 

For big or complex models like characters or vehicles, I build all or almost all the 3D in Wing3D because it is very intuitive to me, fast, and no cost to you, by the way.  Often I do the UV mapping and a base texture in Wings3D as well.  Most of the texture manipulation I do in GIMP after that. Next I Export/Import to Blender or 3ds Max for materials, shaders, and animation. 

 

My workflow is the fastest and best quality which I have discovered with years of experimentation.  I can now do a model 2 to 5 times faster than some of my colleagues and usually with higher quality. 

 

Collada experience is good to have in your portfolio, too.  There are game engines which are good with Collada between the 3D program and the game engine for animations and so forth.

Edited by 3Ddreamer
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The fact that modo just got full animation in version 7 leaves me to suspect the animation features are sparse to be kind.

 

Modo has come a long way from being simply a modeller... but then, so has the price tag!  I really wish Silo ( http://www.nevercenter.com/silo/ ) had continued under development, as it was pretty epic and for under 200$, filled a niche that nobody else could touch.  But it's languished with no really development for quite a while.

 

I would suggest giving Blender another shot.  If you havent used it since BMesh was merged in ( about 4 months ago ), it is a much different workflow now.  You can make arbitrary cuts, work with ngons, collapse complex geometry down to a single face, etc... it is much improved as a result.

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Well 3Ddreamer thanks for you reply however im considering blender or Modo at this point and thanks too Serapth maybe i should still keep using blender and just to add to this i am not only going to use the 3D app for game development in unity but also in 3ds max i did architectural visualization and still do none commercial as a way to build up a client base .

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