kaelisebonrai wrote:Whilyam: I agree on the lack of "rapid", size restriction sounds good, though. Hood size might be a good "upper maximum", but, not sure. What does everybody else think?
EDIT: also, definitely not keen on being 3dsmax only, myself. I've spent a few years on learning blender, and while I started with 3dsmax, I don't think I could go back, to be honest. =P
GPNMilano wrote:kaelisebonrai wrote:Whilyam: I agree on the lack of "rapid", size restriction sounds good, though. Hood size might be a good "upper maximum", but, not sure. What does everybody else think?
EDIT: also, definitely not keen on being 3dsmax only, myself. I've spent a few years on learning blender, and while I started with 3dsmax, I don't think I could go back, to be honest. =P
You could always do what I plan on doing. I like Cyan's plugin, but hate 3dsMax's interface for modeling and texturing, so I plan on building the models and uv mapping them in blender. Then exporting to 3dsMax and making the actual age stuff there.
Whilyam wrote:That may have scared people away. Size restriction on explorable terrain might be a good idea, though. Hood size? Guild pub? Smaller?
That's what I'm leaning toward more and more as well. Integration and wiring is just to much work for me with PyPRP; that's an area where the Max plugin has a decisive advantage. Past the modelling/mapping work there's still a fair bit of art work (materials, lighting etc) but nothing that is harder than with Blender. And for someone like me who work alone on some projects it's wonderful to be able to integrate stuff easily.I like Cyan's plugin, but hate 3dsMax's interface for modeling and texturing, so I plan on building the models and uv mapping them in blender. Then exporting to 3dsMax and making the actual age stuff there.
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