tenabrae
RPG Lead Modeler
Registered: Mar 2001
Location:
Posts: 105 |
modelling is easy, the harder part is ...
- keeping down the polys for engine considerations
- making pretty texture maps and lining all the UVWs up nicely.
to make TRIBES models you need MAX2.x and the vicon exporter plugins from dynamix. you also need at least one of the dynamix TRIBES models to steal the bounds box from.
to make TRIBES2 models you need MAX3.x(and since 4 isn't much different im guessing they'll work with 4 but i don't have that kind of money) and the TRIBES 2 exporter from Dynamix (unreleased to the public as yet)
essentially ... make model in different poly counts for distance settings, name them sword 2, sword 16, sword 32, etc. for the different ranges. set their bounding boxes, add the TRIBES specific nodes (for RPG weapons, activate, fire, reload) and animate the model within the nodes time parameters. map, skin, export.
of course that's a horrid simplification, and it's slightly different for T2, but overall T2 models are slightly easier IMO
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[email]tenabrae@planetstarsieg
e.com[/email]
[url=http://www.planetstarsiege.com/trinity/realm_of_shadows/]Realm of shadows[/url]
[url=http://www.planetstarsiege.com/trinity/]Trinity Armaments[/url]
[i]please note - because of the stupidity of people using flash animations in their signature files, i do not view them[/i]
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