Preferred tool for Torque-compatible 3D models
by Chilton Webb · in General Discussion · 01/24/2005 (9:14 pm) · 15 replies
Hi,
What tools are suggested for creating animated 3D character models in Torque? I'm curious about what people are actually using to build their models.
Can Blender be used to create models for the engine? How about for buildings?
Thank you,
-Chilton
What tools are suggested for creating animated 3D character models in Torque? I'm curious about what people are actually using to build their models.
Can Blender be used to create models for the engine? How about for buildings?
Thank you,
-Chilton
About the author
#2
I model everything in convex shapes and as seperate objects in Blender, I export the finished interior as a .obj file then load it in Max. I use the game level builder to export as a .map then add textures and lights etc in QuArK.
I know it sounds like a long process, and it is, but because I'm so use to using Blender it saves me having to do any heavy work in QuArK or Max.
01/25/2005 (12:57 am)
I use Blender for both .dts and making my interiors, I find it really easy to use with Torque.I model everything in convex shapes and as seperate objects in Blender, I export the finished interior as a .obj file then load it in Max. I use the game level builder to export as a .map then add textures and lights etc in QuArK.
I know it sounds like a long process, and it is, but because I'm so use to using Blender it saves me having to do any heavy work in QuArK or Max.
#3
We also have copies of Gamespace, Truespace, Softimage XSI, and Blender but they see almost no use other than testing platforms.
01/25/2005 (1:29 am)
We use Max5&7, and Maya 5 primarily here at GarageGames.We also have copies of Gamespace, Truespace, Softimage XSI, and Blender but they see almost no use other than testing platforms.
#4
I also use Max 7 for modeling. But thats a given. ;)
-Jase
01/25/2005 (3:10 am)
I also use Game Level Builder to build my interiors with Max and then texture and light in Quark(dont forget about setting up portals and details). Works quite well, actually.I also use Max 7 for modeling. But thats a given. ;)
-Jase
#5
01/25/2005 (7:29 am)
Lightwave, Show Tool Pro for debugging weirdness I introduce, and QuArK.
#6
I plan to go back and take a second look at this point - if I can ever wrap my head around the interface and workflow that is. ;-)
01/25/2005 (7:57 am)
Blender just graduated to 2.36 and looks pretty good from the features they're listing.I plan to go back and take a second look at this point - if I can ever wrap my head around the interface and workflow that is. ;-)
#7
01/25/2005 (9:40 am)
When I'm doing Torque stuff I use 3dsmax as much as possible.
#8
01/25/2005 (10:12 am)
I use Maya 6.
#9
01/25/2005 (12:15 pm)
Lightwave & Quark. Seems like Davids like Lightwave. : )
#11
01/25/2005 (8:06 pm)
I used to be a major Lightwave guy, I have recentley moved to Max. We use a mixture of Max, Milkshape, and Quark.
#12
Then check this out: Cartography Shop and Tom Spilman's DIF exporter.
01/25/2005 (10:13 pm)
Would you like to be able to build complete interiors in one easy-to-use program and export directly into the Torque engine?Then check this out: Cartography Shop and Tom Spilman's DIF exporter.
#13
01/26/2005 (6:08 am)
I have a PC (AMD 64 bit something or other), so I can use that if I need to. But am I correct in reading here that there is no (inexpensive) way to build models and structures that work in Torque entirely on a Mac?
#14
01/26/2005 (6:14 pm)
Is Blender on MAC? Because that is free
#15
01/26/2005 (6:18 pm)
Anthony: YUP ^^
Torque 3D Owner Jay Barnson
While you can do limited structures with those tools, QuARK is currently "the" tool for doing interiors.