is it easier/more convenient to use mudbox to make character models?
You will want to already have an existing model if you are going to sculpt. Sculpting lets you get really detailed with your model, but you don't want to start from scratch with it.
Polygon counts can get very high, but you can go down to lower subdivision levels and convert your highest into a normal map. I haven't personally done this yet, cause I only found out about it a few days ago.
You will also want to know about UV mapping before you do anything with Mudbox. UV mapping with a really high polycount would be very tedious and you will want to have your UV map setup before you do anything texture related.
also mc! over at wc3c.net posted that he thinks that we are able to make textures replaceable... (like the replaceable texture on the trees in wc3) you might want to check wether you can edit the standard model to have your new skin as one of the replaceabletextures so you can use both versions ingame! (if u desire that at all)
I'm sure there is a way. There's a trigger function for it, but I haven't played with it.
Let's say for example I start to use 3DS Max. Could I focus just on creating animations or should I acquire thorough knowledge about this particular software? What I try to say is are there different categories of people who work with 3DS Max like:
moddelers
animators
And does being an animator means you necessarily should be aware of how to create standard models, texture them etc? Before I step into 3DS Max I would like to know what realms of it I will need to explore. Perhaps the question is silly, because if I begin to work with the mentioned software over the course of years I will acquire everything that there is to know about it.. However, if you asked me to reason my question I would say - "it's just that I am afraid of having a lot to learn ahead of me, knowing that there are no limits scares me. ". So basically I want to dedicate to one particular realm, see if I like it and then move on.
No, you don't necessarily need to know how to model to animate, but you will probably have to know how to rig models. If someone else is modeling it for you I wouldn't expect them to do that for you.
I would say it would definitely be helpful for you to learn everything and not just animation. Another thing is that if you're new to this all, there's going to be quite a learning curve.
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You authenticate it once and you will be able to use it offline from then on.
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You will only have to authenticate once, then you will be able to use it offline all you want.
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You will want to already have an existing model if you are going to sculpt. Sculpting lets you get really detailed with your model, but you don't want to start from scratch with it.
Polygon counts can get very high, but you can go down to lower subdivision levels and convert your highest into a normal map. I haven't personally done this yet, cause I only found out about it a few days ago.
You will also want to know about UV mapping before you do anything with Mudbox. UV mapping with a really high polycount would be very tedious and you will want to have your UV map setup before you do anything texture related.
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I used 3dsmax.
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I'm sure there is a way. There's a trigger function for it, but I haven't played with it.
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@immor7a1: Go
Sure thing. Full View: http://img695.imageshack.us/img695/1204/wireframel.jpg
Here is a low poly version:
1666 polygons, same maps.
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Just replace the texture file by using the same path with the imported texture.
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Vivi
Quick turn-around video
6930 Polygon mesh with 1024x1024 Diffuse, Bump, Spec, and Self-Illumination maps.
I'll send the files via both PM and email just in case.
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@Pandaros_Brewmaster: Go
Alright. Maybe I'll finish it and distribute it later.
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What if we made Lightning from scratch?
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No, you don't necessarily need to know how to model to animate, but you will probably have to know how to rig models. If someone else is modeling it for you I wouldn't expect them to do that for you.
I would say it would definitely be helpful for you to learn everything and not just animation. Another thing is that if you're new to this all, there's going to be quite a learning curve.
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Probably because it was the preference of the modelers.
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@mCrayWhoTheFCKTookMyNick: Go
That would be the event not the condition.
Or rather an event that a unit dies and the condition being the killed unit = specified unit.
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Yes.
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Do you want the models rigged?
Animation will probably be too much though.