Making a level in Maya/ 3D Studio Max/ Blender?
zombiehellmonkey
Join Date: 2007-08-31 Member: 62093Members, Squad Five Blue
in Mapping
<div class="IPBDescription">Wondering in terms of possibility</div>I've been working in Maya for years now and to be honest it has been a real pain working with the tools in the Spark Editor - I am amazed at the patience that some people have doing more complex geometry in Spark! So I was wondering about how it would pan out to make complete sections of the level using an external 3D application like Maya or 3ds Max - how it would affect collision and <b>particularly infestation</b> and other game dynamics. I would add the game entities, lighting, sounds and occlusion geometry afterwards.
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Other than that, A complex geometry with basic collision geometry would work but I would start small to test and wait until 1.0 release before I perused such a task.
Other than that, A complex geometry with basic collision geometry would work but I would start small to test and wait until 1.0 release before I perused such a task.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah I suppose you're right, it's just too risky of a time investment. Thanks for replying.
Spark is pretty basic as a 3D tool, Maya and 3DS Max have been in development for years - there's a reason why those apps are often used in developing games and making animated movies.
Spark is good up to a level, but saying that it is the end all be all is like saying that Microsoft Paintbox is better than Photoshop. Sure you can do great things with Paintbox, and you can do great things with a hand-drill too, but tools are there for artists to concentrate less on technical stuff and focus more on their vision. The better the tool, the more time is freed up to be creative.
<a href="http://www.youtube.com/watch?v=KzjsTt_DzCw" target="_blank">Unreal Engine 3 Tech Demo</a>
That would be a good start. If not, then at least they could create snap filters (vertex, grid, line), multiple vertex selections and coordinates editing, bolean functions, parenting and grouping, vertex welding/unwelding - oh, sounds like asking too much? perhaps it would be better then with just better import file support :DD
Dual core 2.8ghz
5gigs of ram
4200 radeon hd..
Yet i build a simple square room with a curved hallway..and my fps is 11 on the lowest graphic settings.. You guys made a huge mistake developing your own engine..this game would have been amazing and flawless if you used the source engine. ..The way i see it is you guys failed to realize how demanding real time rendering with lights and whatnot would affect so many people. Or...pure speculation here. For money. ..but anywho. ..tsk tsk tsk.
That's not a gaming card you know... Also you paid for early beta access and eventual full version access... But that card is seriously underpowered by any standards... HDx<b>8</b>xx series are gaming cards, the lower this number goes the lower the amount of features there are on the card, especially on an integrated card like this lacking it's own memory even...
Also graphics is not the part of the engine that is currently bogged down, the dynamic lighting and rendering are actually very fast, it is mostly the game code which runs on the CPU mostly for now...
Imagine Summit's Atrium room having a huge model set piece for the glass dome. The fidelity potential is much higher if it's made in maya. Not that it doesn't already look great : )