SDK Artwork Sources
by R.Bowers · in Torque Game Engine · 11/02/2006 (4:28 pm) · 1 replies
It is really great the GG gives us the source files for the demo artwork in the SDK so that artists can understand how to construct their artwork so that it functions within the engine. Some of the sources aren't particularly useful, however.
For instance... The demo character source files are in .MAX format... which is great if you have the money to buy 3D Studio Max or your artists already have it etc. But thats a really one-sided method of distributing the art source files. Maybe if it was exported to .FBX it would be more compatible with other major modelling programs (XSI, MAYA, Milkshape even). You can download the .FBX exporter for free from the Autodesk site, even.
http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=7851647
I am not totally sure how feasible this is as I don't have 3D Studio Max to test out my idea. If anyone who does own it wants to try it out that would be spectacular :) Say maybe the orc model or the new elf model... I would love to finally see how they are supposed to be put together.... :)
Thanks.
*EDITED added autodesk link for fbx exporter*
For instance... The demo character source files are in .MAX format... which is great if you have the money to buy 3D Studio Max or your artists already have it etc. But thats a really one-sided method of distributing the art source files. Maybe if it was exported to .FBX it would be more compatible with other major modelling programs (XSI, MAYA, Milkshape even). You can download the .FBX exporter for free from the Autodesk site, even.
http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=7851647
I am not totally sure how feasible this is as I don't have 3D Studio Max to test out my idea. If anyone who does own it wants to try it out that would be spectacular :) Say maybe the orc model or the new elf model... I would love to finally see how they are supposed to be put together.... :)
Thanks.
*EDITED added autodesk link for fbx exporter*
Torque Owner R.Bowers
I still think the source art files might be better suited as examples if they where in a more widely usable format other than the proprietary .MAX files...