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View Full Version : Few questions about modelling and texturing


Jedi.Maverick
12-29-2007, 06:36 PM
I have some experience with 3dsmax. But i would like to ask the professionals of KOTOR: Gmax or 3DS? How many polygons can a lightsaber model, for example, have?
About the textures: should I make them shiny? What can I do to make my model shiny on KOTOR?

That's about it. The rest of the stuff I found pretty easily on the great tutorials of this forum.

Inyri
12-29-2007, 07:35 PM
Obviously any time you can you want to go with the professional software over the free stuff. Gmax will do perfectly fine though if 3DS Max is out of your league.

I've personally never hit the vertex/polygon limit in KotOR, and I've made some pretty detailed modeled. Unless you try to model on intricate carvings onto your hilt (not recommended) I don't see it being much of an issue.

To make textures shiny you add in an alpha channel and add a TXI image adding an environment map. There are threads already with more detailed information on alpha channels and shiny textures.

LeftWing
12-29-2007, 08:00 PM
I honestly without a doubt say: Get the **** away from gmax.
It's heavily outdated. Hence, 'max would be the obvious choice.

And the polygon limit.. I have no idea, I'd like to do a test some day though importing a 500k model, just to see what happens.
But for the reference, just stay below 2-3k polygons with a weapon if you want some really detailed stuff (for KotOR's level) ;].)

Jedi.Maverick
12-29-2007, 08:07 PM
I'll give it a shot on GMAX cause 3DS is friggin heavy, if GMAX has the resources needed, that will be cool for now. If I feel like going to head moddeling I will install 3DS.

Thanks for the tips peeps.

Inyri
12-29-2007, 09:02 PM
Gmax may be outdated by current gaming standards, but it's more than capable of doing anything you would need to as far as KotOR is concerned. It's a very reasonable alternative to paid software.