Game Development Community

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*

About the author

Recent Threads


#1
11/03/2006 (9:37 am)
Hmmm.... errr... well anyway. I guess using the Showtool Pro is enough to really see how the models are constructed. Loading up the character .dts files as well as the associated .dsq files will allow an artist to look at models construction, where the skeleton nodes should be placed, and how they should move correspondingly. It really was immensely helpful to see exactly how the models where supposed to be put together.

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...