Check out the how to export into maya link. This patch makes it possible to use for other 3d apps,maybe like blender. The export is collada file, .dae. apparently it also includes rig info for animation, as well as texture images, diffuse and bump. Check out the gallery for maya renders. Can hardly believe they where spore critters, they look fantastic! _________________ Delirium.. QUICK_EDIT
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Tue Aug 04, 2009 6:27 am Post subject:
Does it mean that? If so, we've all just found a cheap way to create tiberium mutants. _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
Everyone knows how difficult it it to animate living creatures.
That's why you learn to animate.
Stupid. Instead of learning to actually make things people will rely on this. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Everyone knows how difficult it it to animate living creatures.
That's why you learn to animate.
Stupid. Instead of learning to actually make things people will rely on this.
Joshy has a point there, if people rely on this limited game, there will be a decline in model quality and people will lack the proper skills to actually make high quality models. _________________ Please, I DON'T read the signature rules of the forum. QUICK_EDIT
Besides, this is great for putting some extra tiberium creatures in your mod.
You know that big slab of text on the TO forums? They got great tiberium creature ideas, but they don't have people who can make it... this could be a great solution. QUICK_EDIT
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Tue Aug 04, 2009 2:09 pm Post subject:
Well, reading the article it said that it would export them rigged, it didn't say that it would include animations. So I guess you'll need to animate them yourself (if someone has already played with the export feature, I would like to confirm this).
Though I have to agree with Joshy, it's better to make them yourself, but, I also have to admit that it would mean much less work for me on RoO, which would mean a faster release, maybe not, after all I wanted to make mostly gigantic insects and arachnids, something Spore is not very good at. QUICK_EDIT
There´re some releases with "ugly" and "cute" parts for the creatures wich can be used to make insects and even more devious creatures.
Anyway I consider that you should actually look at this as an oportunity cause more people will notice 3d modelling isn´t hard and actually some of them may start learning true 3d modelling. QUICK_EDIT
There´re some releases with "ugly" and "cute" parts for the creatures wich can be used to make insects and even more devious creatures.
Anyway I consider that you should actually look at this as an oportunity cause more people will notice 3d modelling isn´t hard and actually some of them may start learning true 3d modelling.
firstly, I just think its cool little thing, I'd show.
It takes some prior knowledge,experience and effort to get them working. No apologies for lazy folks. You have to know your way around a 3d app to use it, to animate it, light it all up and know to render it all out.
While it does benefit one to learn how to model but it also benefits those who rather animate instead. You have a quality model plus rig right there. It about focus and specialization.
I didn't post this with any concern for those mods which are crying lava because they need their little tib critters. nah. That wasn't my goal.
It was more about how the Spore CC is pretty cool method, albeit simple one, to create things.
A much simplified parallel to Zbrush's zspheres. _________________ Delirium.. QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum