ive never used these, nor can i test them, but this might be a good place to start
concerning your textures, whatever format they pop out of from the above linked programs, if you can open them into photoshop you can create .dds textures using this plugin for photoshop
Its up to the person behind the software honestly. the max guys will say max is better, the maya guys will say maya. its just about knowing where the tools are in the specific program and how to use them.
also just as xXmorpheusXx said, in a company like blizzard the pipeline dictates what program the artists will use, not personal opinion haha
as previously mentioned in this thread, check out cgtalk.com, its a huge resource
to create custom animations on the abilities one would need to use an animation software to save the data, and then import it from that to the GE. its to my understanding however that the GE doesnt allow importing of animations yet, though theres most likely someone on the forum whos actually tried and knows more
as for custom abilities, check the development/map development forum, theres info on that over there =)
the easiest way to see what i mean about 72 dpi pixelation is in photoshop
open a new document, make it 512x512, and copy pasta a photo into it. view it at 100%. looks good right?
zoom in to 200%. any pixelation yet? zoom in to 400%, things startin to really get ugly right?
this is the exact same thing that happens to your textures, when you render them too close to the camera in 3d. theres simply too little information on the texture, to fill the entire area on the screen that its 'allotted' to fill, so the computer has to duplicate pixels and interpolate things for itself, and thats where the pixelation comes in.
if you take a 3 spheres, and put say army camo textures on them with three different resolutions you can test what im talking about.
say one with a 128x128, one with 512x512 and one with 1024x1024. if all three spheres are way off in the distance they will look the same.
but the closer you move them and test render, youll notice the first one to appear pixelated is the 128x128 one.
the reason for this is the 72 dpi rule, if you texture has less than 72 pixels displayed in a single inch your your screen, that texture will have to be stretched, thus causing pixelation
and concerning 72 dpi, its the industry standard for screens and TV's which is why i used 72, just as for print id be forced to use 300 dpi as it is the industry standard
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@ZeroAme: Go
i found these two things on google for you;
NeoDex and Art tools plugin for Max
ive never used these, nor can i test them, but this might be a good place to start
concerning your textures, whatever format they pop out of from the above linked programs, if you can open them into photoshop you can create .dds textures using this plugin for photoshop
hope that helps! cheers
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@Triceron: Go
cheers thanks for the tip
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@Triceron: Go
are there any limits on the trial? watermarking etc?
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@tigerija: Go
Its up to the person behind the software honestly. the max guys will say max is better, the maya guys will say maya. its just about knowing where the tools are in the specific program and how to use them.
also just as xXmorpheusXx said, in a company like blizzard the pipeline dictates what program the artists will use, not personal opinion haha
as previously mentioned in this thread, check out cgtalk.com, its a huge resource
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@Triceron: Go I don't really understand how this is relevant.
The OPs issue was solved, were just discussing now
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@Machbeth: Go
to create custom animations on the abilities one would need to use an animation software to save the data, and then import it from that to the GE. its to my understanding however that the GE doesnt allow importing of animations yet, though theres most likely someone on the forum whos actually tried and knows more
as for custom abilities, check the development/map development forum, theres info on that over there =)
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@Soziopat: Go
checkout www.cgtalk.com
its the largest professional forum for the 3d industry.
scroll down the the max forum and have at er, theres usually a tutorial thread stickied right at the top
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@s3rius: Go
cheers, thx for the info =)
for anyone that wonders how to make DDS in photoshop, you can download the plugin directly from the Nvidia website
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@Pandaros_Brewmaster: Go
Haha oh man, on the first post when you crossed out lighting i was thinking to myself 'but you could do lighting with a texture on a skybox...'
not realizing its a characters name >.<
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Aught to just use itunes m8
its how i do it =)
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@kozm0naut: Go
what image formats is the editor taking? bmp, tga...
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@xXm0RpH3usXx: Go
no plugin that ive been able to find, so if anyone gets wind of one id apreciate them sharing =)
personally i despise max, and love maya, so go maya! (and photoshop)
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@Alcoholix: Go
printing is obviously your domain sir =)
the easiest way to see what i mean about 72 dpi pixelation is in photoshop
open a new document, make it 512x512, and copy pasta a photo into it. view it at 100%. looks good right?
zoom in to 200%. any pixelation yet? zoom in to 400%, things startin to really get ugly right?
this is the exact same thing that happens to your textures, when you render them too close to the camera in 3d. theres simply too little information on the texture, to fill the entire area on the screen that its 'allotted' to fill, so the computer has to duplicate pixels and interpolate things for itself, and thats where the pixelation comes in.
was i clear this time? haha =)
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@kozm0naut: Go
actually, its the reverse.
if you take a 3 spheres, and put say army camo textures on them with three different resolutions you can test what im talking about.
say one with a 128x128, one with 512x512 and one with 1024x1024. if all three spheres are way off in the distance they will look the same.
but the closer you move them and test render, youll notice the first one to appear pixelated is the 128x128 one.
the reason for this is the 72 dpi rule, if you texture has less than 72 pixels displayed in a single inch your your screen, that texture will have to be stretched, thus causing pixelation
and concerning 72 dpi, its the industry standard for screens and TV's which is why i used 72, just as for print id be forced to use 300 dpi as it is the industry standard
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standard SC2 view or 3ps?
and cant wait =)