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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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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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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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06-03-2002 07:20 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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06-03-2002 07:20 PM |
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FSF Ashrak
Post Count Weenie
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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06-03-2002 07:36 PM |
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Ashark
I'm New! Laugh At Me!
Registered: May 2002
Location: Estonia
Posts: 1024 |
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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06-03-2002 07:36 PM |
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275 |
not necessarily true.. plenty of pro's have made space battles for films on progs other than lightwave.
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06-05-2002 12:50 PM |
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275 |
not necessarily true.. plenty of pro's have made space battles for films on progs other than lightwave.
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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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06-05-2002 02:10 PM |
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275 |
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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06-05-2002 02:17 PM |
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275 |
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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06-05-2002 02:17 PM |
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MoodyB
I'm New! Laugh At Me!
Registered: Jun 2002
Location: Scotland
Posts: 13 |
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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06-06-2002 11:32 PM |
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MoodyB
I'm New! Laugh At Me!
Registered: Jun 2002
Location: Scotland
Posts: 13 |
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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06-06-2002 11:32 PM |
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275 |
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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06-07-2002 07:12 PM |
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275 |
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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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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06-07-2002 09:02 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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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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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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