My first modelling attempt
My first modelling attempt
Hi, I found a tutorial in google and tryed to make some head with 3d Max. Max is easy then C++ Here is my head after 3 hours:
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- Posts: 448
- Joined: Tue Oct 05, 2004 3:24 am
- Location: Boston, MA
Look very good, even for a first it make it in a nice independent game! You should do the full body and see how well that works out!
Irrlicht Moderator || Game Designer
Learn the basics at </dream.in.code>
Learn the basics at </dream.in.code>
whoa! Captor!
way to go! I wish I could do something equivalent in C++ in 3 hours!
As a regular 3dsmax user I can say you got a lot of wood to carve!
nice job! The good thing is that now it will make you learn about texturing, uv mapping, mesh optimization and then rigging, skinning and animating! It's a complete process in constant feedback with your progress.
way to go! I wish I could do something equivalent in C++ in 3 hours!
As a regular 3dsmax user I can say you got a lot of wood to carve!
nice job! The good thing is that now it will make you learn about texturing, uv mapping, mesh optimization and then rigging, skinning and animating! It's a complete process in constant feedback with your progress.
Thanks
Here is not used smooth. Smooth takes additional polys. This model takes about 800 polys. I've tryed uv mapping under Max and it's easy too.
3 hours, bud without ear. For a ear I spend almost same time.
The main that I found is that moddeling is a big fun . I used two b.w. photos for building of model. When will finish my work under code of the game, sure will try some anothers modelling attempts, because our modeller go to England for one yearh.
About Animation I've tryed bipped Character studio model like a .x export. No many problems with it, but suggest that Irrlicht x does not support animation blending at now.
One question for all - Can Max shaders to be used in Irrlicht?
Here is not used smooth. Smooth takes additional polys. This model takes about 800 polys. I've tryed uv mapping under Max and it's easy too.
3 hours, bud without ear. For a ear I spend almost same time.
The main that I found is that moddeling is a big fun . I used two b.w. photos for building of model. When will finish my work under code of the game, sure will try some anothers modelling attempts, because our modeller go to England for one yearh.
About Animation I've tryed bipped Character studio model like a .x export. No many problems with it, but suggest that Irrlicht x does not support animation blending at now.
One question for all - Can Max shaders to be used in Irrlicht?
Last edited by etcaptor on Fri Jul 22, 2005 4:13 pm, edited 1 time in total.
In that case try playing with Smooth Shading.etcaptor wrote:Thanks
Here is not used smooth. Smooth takes additional polys. This model takes about 800 polys. I've tryed uv mapping under Max and it's easy too.
3 hours, bud without ear. For a ear I spend almost same time.
The main that I found is that moddeling is a big fun . I used two b.w. photos for building of model. When will finish my work under code of the game, sure will try some anothers modelling attempts, because our modeller go to England for one yearh.
About Animation I've tryed bipped Character studio model like a .x export. No many problems with it, but suggest that Irrlicht x does not support animation blending at now.
One question for all - Can Max shaders to be used in Irrlicht?
great for a first attempt...lol, every time i tried modelling i crushed my head on monitor and unistalled the app...can make models for your own games is an advantage because you can geto of modelers of your projects, and in a commercial project it's so fun...so, gj
I'd rather have a search engine or a compiler on a deserted island than a game.
John Carmack
John Carmack