Poser 6.0
by Areal Person · in Game Design and Creative Issues · 02/17/2006 (7:27 pm) · 6 replies
Anyone using Poser 6.0 ?
Is this a good product for creating content for Torque (TGE) 1.4 ?
I've got 3ds max 7
Should I go with Poser 6 or use somthing else ?
Thanks,
Is this a good product for creating content for Torque (TGE) 1.4 ?
I've got 3ds max 7
Should I go with Poser 6 or use somthing else ?
Thanks,
#2
02/17/2006 (8:35 pm)
Poser is fine for making people for 2D art, but its developer forbids using it to make models for 3d engines.
#3
But then i found out that reducing the polycount is not as easy as i thought, especially for poser, since their model has a super high polygon number :P (applying a Multires modifier to simply reduce the polycount will cause a messed up triangle that's really hard to animate later)
so i would say built your model from scratch, or at least start with some models that has lower polygon count :D
evi
=====
www.cubixstudio.com
3D Male & Female model for sale
02/17/2006 (9:15 pm)
I used to think that it would be easier to start with poser model and reduce the polycount to suit our needs.But then i found out that reducing the polycount is not as easy as i thought, especially for poser, since their model has a super high polygon number :P (applying a Multires modifier to simply reduce the polycount will cause a messed up triangle that's really hard to animate later)
so i would say built your model from scratch, or at least start with some models that has lower polygon count :D
evi
=====
www.cubixstudio.com
3D Male & Female model for sale
#4
I got 3ds max so I gotta learn how to export now.
02/17/2006 (10:11 pm)
Thanks, I'm just getting started.I got 3ds max so I gotta learn how to export now.
#5
It took me a month (42 hours in my spare time) to get my first model into Torque. Learned low-poly modeling, rigging and UV texture mapping on the way. It was frustrating at times but I stuck with it and with help from the community here, ended up with an animated player model :)
Good Luck!
02/18/2006 (10:37 am)
Areal - there are no short cuts so just get stuck in. The learning process may seem daunting at first but take it a small step at a time and you'll have fun :)It took me a month (42 hours in my spare time) to get my first model into Torque. Learned low-poly modeling, rigging and UV texture mapping on the way. It was frustrating at times but I stuck with it and with help from the community here, ended up with an animated player model :)
Good Luck!
#6
Now that I know what is supposed to happen where, it all seems so easy I really cannot understand why I struggled before. It just takes time and the determination to succeed.
I have one more thing that I have to add to this community:
Go to Amazon and buy Game Character Development by [url =http://www.ant-online.co.uk/main/downloads.htm]Antony Ward[/url]. It takes you step by step through how to create a FANTASTIC looking model. The first time I saw her deform I was speechless how well it works. And he takes the time to tell you step by step what to do on a per vertex basis how to create this model. If you use Maya you really SHOULD get this book. Trust me...
I extracted a model from one of my favourite games and wanted to use her in my own game until I have created my own lead character. What I found (mainly due to the high poly count) it was a REALY tough mission trying to get her weighted and eventually I quit. By using this book he said: Use full weight here, skip to that vertex, use this much there and then use full weight over here again and the result is astounding!
The point? Modeling need not be difficult...
02/20/2006 (11:17 pm)
I can second that. It took me ages to figure out how to do stuff and when I got really stuck I ended up asking in here and got some really great advice. Some times it was all I needed, other times it pointed me in the right direction and it took some more work on my end.Now that I know what is supposed to happen where, it all seems so easy I really cannot understand why I struggled before. It just takes time and the determination to succeed.
I have one more thing that I have to add to this community:
Go to Amazon and buy Game Character Development by [url =http://www.ant-online.co.uk/main/downloads.htm]Antony Ward[/url]. It takes you step by step through how to create a FANTASTIC looking model. The first time I saw her deform I was speechless how well it works. And he takes the time to tell you step by step what to do on a per vertex basis how to create this model. If you use Maya you really SHOULD get this book. Trust me...
I extracted a model from one of my favourite games and wanted to use her in my own game until I have created my own lead character. What I found (mainly due to the high poly count) it was a REALY tough mission trying to get her weighted and eventually I quit. By using this book he said: Use full weight here, skip to that vertex, use this much there and then use full weight over here again and the result is astounding!
The point? Modeling need not be difficult...
Associate Jaimi McEntire
King of Flapjacks
You should use the 3ds Max that you already purchased to make game content - it is one of the best tools on the market.