Unfortunately active 3D modelers/animators (not counting voxelers) are a rarity in the classic C&C community, which leaves many mods, TI included, perpetually craving for new building art.
Does AutoCAD Revit have that?
I mean, is it possible to use Revit for Buildings and build-up anims?
(I don't use it myself, my father does, but I might attempt to learn it one day if it benefits me/C&C) _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
I could be noob. Isn't buildup just moving every mesh down into the ground one after another?
That would be the cheap and ugly solution.
A bit more work so it is a build up and not an unrealistic raise up animation is preferable.
TAK02 wrote:
Does AutoCAD Revit have that?
I mean, is it possible to use Revit for Buildings and build-up anims?
(I don't use it myself, my father does, but I might attempt to learn it one day if it benefits me/C&C)
It would be a bit like shooting sparrows with cannons.
You don't want to use a CAD program to really construct a fantasy building with correct statics, just to then render tiny sprites out of it.
But in theory, yes it could work.
AutoCAD has everything necessary to create and render 3D models.
But where in 3ds max and other 3d modeling programs you simply arbitrarily extrude a polygon (even taking account of tiny distortions/irregularities), you would have to actually measure and calculate at which angle and distance you have to extrude a face.
Technically correct construction in AutoCAD is not the same as simple 3d modeling in 3ds max, blender etc. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Apologies for bumping, but was messing a bit with CATIA and found these formats you can save as:
CATPart, stl, stp, igs, 3dmap, 3dxml, amf, cgr, hcg, NavRep, stpZ, vps, wrl. And even txt.
Can any of these be used for VXLs? _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
I think Blender can handle the conversion from STL to OBJ, so I should be able to make some high-quality voxels with real-life scales and carefully thought dimensions _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
I think Blender can handle the conversion from STL to OBJ, so I should be able to make some high-quality voxels with real-life scales and carefully thought dimensions
MAKE A TANK WITH TANKS FOR ARMS THAT SHOOTS MAD TANKS!
REALISM! _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
I made a few models in Solidworks for use as source images for making buildings, I would never use it for vehicles, an actual rendering program would be better suited to that, especially since accuracy isn't that important when shrinking.
Could CATIA/Solidworks be also suited for SHPs? _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Yes, but as everyone has said AutoCAD is overkill and slower than modeling in Blender/3DSMax. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Yes, but as everyone has said AutoCAD is overkill and slower than modeling in Blender/3DSMax.
That cell tower was made of parts that were patterned, and as a pattern can be extended with a single digit. The antennae on the tower were also mated concentrically to the posts, so they could be rotated or moved along it without them coming detached, adding more was just a matter of inserting the same object I drew earlier.
But conversion is possible right? If so, we could make the models in AutoCAD (overkill, I know) or CATIA or what-ever, then convert it to something Blender/3DSMax can do something with for the renders.
Of course, the modeller him/herself must decide which software he/she is acquainted with better, or which one will serve his/her needs better.
For instance, G-E's radio tower/transmitter can be built much faster with repeating patterns. I can't speak for other programs, but I know 3DS' CATIA can do that, I even did it myself a few times. _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
It's the construction of objects using exact angles and lengths with real measurement units which is not possible in 3ds max, but overkill in AutoCAD since you don't care for such accuracy in game modeling.
I'm also pretty sure you can create a camera/light setup in AutoCAD to render assets in game style.
After all AutoCAD has several ways to visualize your model, including orthographic projection/views. I wouldn't wonder if nearly all rendering options of 3ds max are also included in AutoCAD. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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