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CptWhite
On Standby Mode - TBP

Registered: Feb 2001
Location: Sheffield UK
Posts: 1913

yeah i get the feeling 3d studio max is the modelling program of the moment for general low poly 3d modelling

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Old Post 06-02-2002 07:15 PM
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275

well, I texture in max, and I have textured in TS.. trust me, Max is much less conductive to nervous breakdowns.

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Old Post 06-03-2002 02:47 PM
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Driller
United Space

Registered: Jul 2001
Location: Estonia
Posts: 650

if you wanna do spece battles you have to go for lightwave otherwise you'll get crap

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Old Post 06-03-2002 07:20 PM
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Driller
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Registered: Jul 2001
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Posts: 650

if you wanna do spece battles you have to go for lightwave otherwise you'll get crap

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Old Post 06-03-2002 07:20 PM
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FSF Ashrak
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Registered: Sep 2001
Location: Estonia
Posts: 1362

he speaks truth if your doing "spece" and space stuff animations go with LW if ya wanna model 3DSMax is the best

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Old Post 06-03-2002 07:36 PM
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Ashark
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Registered: May 2002
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he speaks truth if your doing "spece" and space stuff animations go with LW if ya wanna model 3DSMax is the best

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Old Post 06-03-2002 07:36 PM
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Xaphod_x
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Registered: Jun 2001
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not necessarily true.. plenty of pro's have made space battles for films on progs other than lightwave.

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Old Post 06-05-2002 12:50 PM
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Xaphod_x
Babylon Project

Registered: Jun 2001
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not necessarily true.. plenty of pro's have made space battles for films on progs other than lightwave.

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Old Post 06-05-2002 12:50 PM
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Driller
United Space

Registered: Jul 2001
Location: Estonia
Posts: 650

on LW they would of been even better =)

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Old Post 06-05-2002 02:10 PM
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
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not necessarily, my gramatically incorrect friend. In fact some of the LW renders I've seen on here are, well, lame - especially when it comes to nebulas.

LW ships with a great renderer, don't get me wrong.. but it has to be in the right hands to produce great looking results. I'm working at producing better space scenes in MAX, and it's far from impossible to get decent results. I just need Brazil and I'll be happy

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Old Post 06-05-2002 02:17 PM
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
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not necessarily, my gramatically incorrect friend. In fact some of the LW renders I've seen on here are, well, lame - especially when it comes to nebulas.

LW ships with a great renderer, don't get me wrong.. but it has to be in the right hands to produce great looking results. I'm working at producing better space scenes in MAX, and it's far from impossible to get decent results. I just need Brazil and I'll be happy

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Old Post 06-05-2002 02:17 PM
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MoodyB
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Registered: Jun 2002
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LW has improved massivly for low poly game engine modelling compared to what it used to be(which wouldn't be hard).The guys behind Serious Sam 1+2 released their in-house tools that they used when creating all their models.Don't ask me where to get them,but they are out there,somewhere.I might sound biased,but AFAIC it's the fastest and easiest to use modelling package out there(at a price).

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Old Post 06-06-2002 11:32 PM
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MoodyB
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Registered: Jun 2002
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LW has improved massivly for low poly game engine modelling compared to what it used to be(which wouldn't be hard).The guys behind Serious Sam 1+2 released their in-house tools that they used when creating all their models.Don't ask me where to get them,but they are out there,somewhere.I might sound biased,but AFAIC it's the fastest and easiest to use modelling package out there(at a price).

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Old Post 06-06-2002 11:32 PM
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
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Hmm.. I'd go for Max or Maya above Lightwave for low poly modelling. Serious Sam was never a game that struck me as having amazing modelling behind it anyways.

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Old Post 06-07-2002 07:12 PM
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Xaphod_x
Babylon Project

Registered: Jun 2001
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Hmm.. I'd go for Max or Maya above Lightwave for low poly modelling. Serious Sam was never a game that struck me as having amazing modelling behind it anyways.

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Old Post 06-07-2002 07:12 PM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882

quote:
Originally posted by Xaphod_x
Hmm.. I'd go for Max or Maya above Lightwave for low poly modelling. Serious Sam was never a game that struck me as having amazing modelling behind it anyways.


Remember a ****-load of optimisation would be required for the Sam models, though, when you consider the amount that had to be displayed onscreen.

IMo, Max is far, far better than Ts for the style of mapping used in the Volition fighters, where a single map is used ( i.e. http://www.3dap.com/hlp/hosted/reciprocity/aurora_wip_map.jpg )
, but it is a bit finicky for tiled maps - I still use TS for those.

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Old Post 06-07-2002 09:02 PM
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aldo_14
Hannibal

Registered: Jul 2001
Location: Glasgow, Scotland
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quote:
Originally posted by Xaphod_x
Hmm.. I'd go for Max or Maya above Lightwave for low poly modelling. Serious Sam was never a game that struck me as having amazing modelling behind it anyways.


Remember a ****-load of optimisation would be required for the Sam models, though, when you consider the amount that had to be displayed onscreen.

IMo, Max is far, far better than Ts for the style of mapping used in the Volition fighters, where a single map is used ( i.e. http://www.3dap.com/hlp/hosted/reciprocity/aurora_wip_map.jpg )
, but it is a bit finicky for tiled maps - I still use TS for those.

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Old Post 06-07-2002 09:02 PM
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275

quote:
Originally posted by aldo_14

Remember a ****-load of optimisation would be required for the Sam models, though, when you consider the amount that had to be displayed onscreen.



That was all done using in-engine real time detail reduction.. not as advanced as that used in Sacrifice or Messiah, but still a similar thing.

quote:
Originally posted by aldo-14

IMo, Max is far, far better than Ts for the style of mapping used in the Volition fighters, where a single map is used ( i.e. http://www.3dap.com/hlp/hosted/reciprocity/aurora_wip_map.jpg )
, but it is a bit finicky for tiled maps - I still use TS for those.



I agree with you about the first point, but I've never had a problem with tiled maps in MAX, and I've had no end of problems with Truespace. I guess it's just my anti-truespace feelings.

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Old Post 06-08-2002 04:38 PM
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275

quote:
Originally posted by aldo_14

Remember a ****-load of optimisation would be required for the Sam models, though, when you consider the amount that had to be displayed onscreen.



That was all done using in-engine real time detail reduction.. not as advanced as that used in Sacrifice or Messiah, but still a similar thing.

quote:
Originally posted by aldo-14

IMo, Max is far, far better than Ts for the style of mapping used in the Volition fighters, where a single map is used ( i.e. http://www.3dap.com/hlp/hosted/reciprocity/aurora_wip_map.jpg )
, but it is a bit finicky for tiled maps - I still use TS for those.



I agree with you about the first point, but I've never had a problem with tiled maps in MAX, and I've had no end of problems with Truespace. I guess it's just my anti-truespace feelings.

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Old Post 06-08-2002 04:38 PM
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275

a render

Okay, another way of saying that Max isn't so bad at space scenes is:



If you like it, don't praise me too much - shadow model by Thomas Banner:
http://banner.3dfrontier.com/db5/models.htm

One thing that people might like to know is that this pic took only a couple of minutes to render.

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Old Post 06-08-2002 04:46 PM
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