ZURI wrote:I do hope you're correct ddb174. Myself and a few others have begun working on a new age from scratch. Due to MOULagain's recent startup and words of encouragement from Cyan about the plugin binaries coming out soon - I find myself in a predicament. I really want to begin modelling for the age, but I'm leary due to the uncertainties with the plugin.
On one hand, Blender is beginning to grow on me - but on the other hand, I have an opportunity to aquire a legal copy of Max V7. I'd really like to begin work on the geometry - but if the Max tools are really good, it may persuade me to jump the fence and start learning that instead.
In the meantime, I guess we'll keep working on ironing out the storyline and creating concept art.
This is just my opinion, but if you're just starting working on an Age, it's not going to be ready in time for this very first "proof of concept" round of putting fan ages into MOULa. And in the farther future, I have a hard time believing that there won't be a pathway to get your work from Blender into MOULa. And finally, jumping in to Age-creating is in itself a valuable thing--if you go by the GoW tutorials and make an Age for U:CC, you'll learn a lot about 3D no matter what, and also have something concrete to be proud of.
(My advice in general is to try to work on a smallish, approachable project at first to learn the basics (so that you have a good-looking Age to your name and more knowledge about the process for the next Age you design) rather than something huge you get bogged down on halfway through, but for some people a bigger challenge is more motivating than a small one.)
In short, go for it!