starving4rtist Posted November 19, 2004 Posted November 19, 2004 Just wondering if anyone else has used AM to model low-poly in game models. Here are some that I've done. http://www.murc13.homestead.com/files/dragon.jpg http://www.murc13.homestead.com/files/car.jpg http://mvandeweghe.ath.cx/semi2.jpg http://mvandeweghe.ath.cx/semi3.jpg (Linked because of image size) Post your own! Quote
starwarsguy Posted November 19, 2004 Posted November 19, 2004 Those rock man! I am working on Battlefield Advanced as the Co-Leader right now and it's hard because I have to turn everything into polys. Can't post anything yet or the real leader will get mad. Quote
mediaho Posted November 19, 2004 Posted November 19, 2004 I can't post a pic but the dolphins in Sid Meier's Pirates! were modeled in A:M. It's not much but it's something! Everyone buy your copy on Nov 23. Quote
KenH Posted November 19, 2004 Posted November 19, 2004 I can't post a pic but the dolphins in Sid Meier's Pirates! were modeled in A:M. It's not much but it's something! I just checked out the main site. It looks like the ships are also made with splines. Quote
gschumsky Posted November 19, 2004 Posted November 19, 2004 What is it with developer's not making a Mac version of the game as well (or releasing the Mac version at the same time)? IMO, that's just stupid. Quote
mediaho Posted November 19, 2004 Posted November 19, 2004 What is it with developer's not making a Mac version of the game as well (or releasing the Mac version at the same time)? IMO, that's just stupid. The market share usually isn't worth the development costs. Quote
mediaho Posted November 19, 2004 Posted November 19, 2004 I can't post a pic but the dolphins in Sid Meier's Pirates! were modeled in A:M. It's not much but it's something! I just checked out the main site. It looks like the ships are also made with splines. The guy who modeled the ships isn't in right now but most software packages have different modeling methods (spline, poly, mesh, NURBS, etc.) so while he may have built them out of splines, he didn't use A:M to do it. Quote
john2004 Posted November 20, 2004 Posted November 20, 2004 Hey, good topic. We are still in very early development, often delayed by other projects. But here are a few images of my game work for the Torque engine. http://www.lizardfire.com/graphics_games/airship.html You can see large 800x600 versions if you click on the 400x300 image you see. Got a dragon too, at http://www.lizardfire.com/TorqueImages/DRAGONFACE0.jpg face http://www.lizardfire.com/TorqueImages/DRAGONwings0.jpg body other veiw of AirShip at http://www.lizardfire.com/TorqueImages/AirShip_Perfect.jpg and an ant guy http://www.lizardfire.com/TorqueImages/AntinTorque.jpg Really looking forward to DTS export in AM. Willing to pay for a complete one. John Burch Lizard Fire Studios Quote
wwoelbel Posted November 20, 2004 Posted November 20, 2004 Not really a game but the company I work for (www.cdm.com) built a real time simulation of marine vessel traffic flow for the US Army Corps of Engineers. We used the Axiom game engine to provide the 3d world. My task, besides building the simulation display, was to create the vessels and other interesting bits of marine "stuff". They purchased 3DS for me. The result was that the frustration drove me back to AM (a good thing). I used AM to produce all of the models in a quick and clean fashion. AM saved me countless hours of banging my head on the keyboard. I used 3DS as a file format converter to get to the *open* file format needed for Axiom. See 3DS does have its uses :-) I can't show the product off yet as it is still uncontracted but will be public domain once the Is are dotted and the Ts crossed. Bill Quote
Paul Forwood Posted November 20, 2004 Posted November 20, 2004 But here are a few images of my game work for the Torque engine. Great to see examples of A:M models making it into games. I've just got one question regarding the Torque game engine: The models look very flat. I do appreciate the restrictions placed upon designers/modellers of game graphics, and I do realise that these are not finished, in-game graphics, but is it not possible to use reflections or speculars? Does it all have to be done with texture maps? I hope that you can keep us updated with examples as the game development progresses. Ed. Pirates looks and sound great! Quote
john2004 Posted November 21, 2004 Posted November 21, 2004 I understand that GarageGames.com has almost released a new version of the Torque engine that does handle shaders and bump maps. I guess that would help the appearance a lot, but I'm waiting until I need it. John Quote
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