...btw, does my toon look like Lt Cmd Data, or is it just me?
Anyone dump any meshes yet?
Débuté par
Deinbeck
, nov. 08 2009 03:32
#1
Posté 08 novembre 2009 - 03:32
...btw, does my toon look like Lt Cmd Data, or is it just me?
#2
Posté 08 novembre 2009 - 03:34
Still trying to figure out which version of 3DSMax to use. Not sure which is the most compatible just yet, or if it even matters.
#3
Posté 08 novembre 2009 - 03:41
No dumps to .obj or anything? I'm also kind of curious about the facial animation system. Not that I have anything neat planned, I just wanna play, see what's possible.
#4
Posté 09 novembre 2009 - 12:06
As far as I know, BioWare uses 3DS Max, version 8 - at least I saw that in some of the XML files.
As for model "dumps". well, there is already one tool from tazpn. I'm writing one myself, and hope to release a beta today - see here: http://social.bioware.com/project/41/
Basically, OBJ export of static models just around the corner...but OBJs cannot really support animated models or models with cloth meshes, so they will need a different solution.
At least you should be able to get non-animated props, placeables, buildings and other structures into a 3D tool very soon.
As for getting new models into the game - well, people are working on that, but those things take time, and we only started a short time ago.
Getting reskins of existing models is easy and doable today. Getting new non-animated models into the game should be doable within a week, but animated models will take a bit longer - there are no showstoppers (like we had with NWN2), just a bit of work that needs to be done.
As for model "dumps". well, there is already one tool from tazpn. I'm writing one myself, and hope to release a beta today - see here: http://social.bioware.com/project/41/
Basically, OBJ export of static models just around the corner...but OBJs cannot really support animated models or models with cloth meshes, so they will need a different solution.
At least you should be able to get non-animated props, placeables, buildings and other structures into a 3D tool very soon.
As for getting new models into the game - well, people are working on that, but those things take time, and we only started a short time ago.
Getting reskins of existing models is easy and doable today. Getting new non-animated models into the game should be doable within a week, but animated models will take a bit longer - there are no showstoppers (like we had with NWN2), just a bit of work that needs to be done.
Modifié par Adinos, 09 novembre 2009 - 12:06 .
#5
Posté 09 novembre 2009 - 12:50
Hey Adinos,
it would be useful to get a guide together as well on model structure, arrangement of meshes, hierarchy, specific dummies that are required etc.
Also poly-counts, texture naming conventions, max char limits etc.
Anybody started such a doc yet ?
Wouldn't mind contributing to it (worked on similar things for NWN1, and The Witcher)
Martin
it would be useful to get a guide together as well on model structure, arrangement of meshes, hierarchy, specific dummies that are required etc.
Also poly-counts, texture naming conventions, max char limits etc.
Anybody started such a doc yet ?
Wouldn't mind contributing to it (worked on similar things for NWN1, and The Witcher)
Martin
#6
Posté 09 novembre 2009 - 12:59
cant wait to get somemoels in the game .
just wondering though.
What resolution textures should i be using?
I can create artwork in 3dsmax and models and skin them (though no pro yet) i just have trouble with planning the texture and use a relly big resolution to put all the cuts and pieces in
What is the NORMAL resolution for any kind of texture?
Ground
Armor
Face
Body
House
Weapon
???????
(yeah i used 1024x7.. a lot)
And Crazybump which is an insanely useful tool
just wondering though.
What resolution textures should i be using?
I can create artwork in 3dsmax and models and skin them (though no pro yet) i just have trouble with planning the texture and use a relly big resolution to put all the cuts and pieces in
What is the NORMAL resolution for any kind of texture?
Ground
Armor
Face
Body
House
Weapon
???????
(yeah i used 1024x7.. a lot)
And Crazybump which is an insanely useful tool
#7
Posté 09 novembre 2009 - 05:08
Martin E wrote...
Hey Adinos,
it would be useful to get a guide together as well on model structure, arrangement of meshes, hierarchy, specific dummies that are required etc.
Also poly-counts, texture naming conventions, max char limits etc.
Anybody started such a doc yet ?
Wouldn't mind contributing to it (worked on similar things for NWN1, and The Witcher)
Martin
#8
Posté 09 novembre 2009 - 05:40
I'll be happy to work with someone on a document like that, once I am 100% confident I fully understand the format - there are still things I am figuring out.
#9
Posté 09 novembre 2009 - 07:52
Sounds good -- thanks Adinos.
#10
Posté 09 novembre 2009 - 08:44
If anyone is interested, I'd be happy to help with typing up the document, reference checking, and what not. I have a bit of a technical background and I know my way around html, various wiki syntax, and LaTeX.





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