setting up a scene in Torque 3D
by screeg · in Artist Corner · 02/09/2010 (1:42 pm) · 5 replies
I'm working on the 3D Modeling end of a project with the Artist License only. The updated docs are for version 1.1, which doesn't yet exist and which won't be available at all for the Artist License until v1.1 goes gold. So it's been a struggle.
One of the most frustrating bits is placing objects in a scene. There isn't any grid for reference and objects can't be snapped or aligned to each other. Am I right?
I'm starting to think setting up an entire town district (for example) in Max, then exporting the models in their relative positions, might work. Does that make sense?
Any tips on logically setting up folders, organizing models and placing them in relation to each other would be appreciated.
One of the most frustrating bits is placing objects in a scene. There isn't any grid for reference and objects can't be snapped or aligned to each other. Am I right?
I'm starting to think setting up an entire town district (for example) in Max, then exporting the models in their relative positions, might work. Does that make sense?
Any tips on logically setting up folders, organizing models and placing them in relation to each other would be appreciated.
#2
02/10/2010 (6:09 am)
Try to export the whole level into a single COLLADA file or at least split it up into a few pieces if it is very big.
#3
Just dragging models around and dropping them in place might work if I was making Super Mario World, but in an RPG with lots of little props and doors and junk, some kind of system would be helpful.
I take it there aren't any snap or align tools? And sorry if I'm way out of the loop, but the prefabs are..?
02/14/2010 (10:55 am)
@Daniel: well, you've told me to assemble it in T3D, but not anything about effective methods to do that. (I was talking about a few blocks BTW, not an entire city)Just dragging models around and dropping them in place might work if I was making Super Mario World, but in an RPG with lots of little props and doors and junk, some kind of system would be helpful.
I take it there aren't any snap or align tools? And sorry if I'm way out of the loop, but the prefabs are..?
#4
02/15/2010 (12:43 am)
See the info on prefabs on this T3D 1.1 Dev Blog There is a video in the post that shows more about them.
#5
But that 512x512 grid in the video is EXACTLY what I'm talking about regarding some sort of guide for artists positioning stuff. Is that usable now, or are we waiting for 1.1 to see that gorgeous grid?
In case I'm not making myself clear: I want grid!
02/15/2010 (11:42 am)
Thanks for that link, that clears prefabs up.But that 512x512 grid in the video is EXACTLY what I'm talking about regarding some sort of guide for artists positioning stuff. Is that usable now, or are we waiting for 1.1 to see that gorgeous grid?
In case I'm not making myself clear: I want grid!
Torque 3D Owner Daniel Balmert
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In the game industry, the tasks of developing assets and designing levels are done by two different people - sometimes even teams.
It's okay to lay it out in Max, but do the final assembling in the editor. This way, they can take advantage of sunlight/realtime shadows.
When prefabs come out, it'll be a lot easier!