Modeling General Discussion

Developing the 3D models, environments and animations of Heroes and Villains

Modeling General Discussion

Unread postby Heroes and Villains Admin » Sun Nov 25, 2012 10:06 pm

This thread is for general discussions about modeling in "Heroes and Villains".

Please note that the Hero Engine only accepts the 3DS Max and Maya formats, so any modelers volunteering to help with "Heroes and "Villains" will either need to have access to one of these programs, or have a program that can export models in these formats.
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Re: Modeling General Discussion

Unread postby Thazager » Sun Dec 02, 2012 12:48 am

Learning some of the features of the Hero Engine, I see the need for some practice on sample instances for new developers. Currently going through the tutorials on the basics of the engine. It seems very similar to other engines in the basics sections.

The QA section https://community.heroengine.com/forums ... 741.0.html is very informative about costs.
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Re: Modeling General Discussion

Unread postby Golden Girl » Sun Dec 02, 2012 1:07 am

The overall package that comes with the Hero Engine is the best on the market for indie/volunteer projects - and once we've got a few more people together, I'll be assigning developer spots for the HaV server so that everyone can get a hands-on look at the engine.
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Re: Modeling General Discussion

Unread postby Thazager » Sun Dec 02, 2012 12:08 pm

I'm hoping we get some designers in for making the map.
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Re: Modeling General Discussion

Unread postby Riff » Thu Dec 06, 2012 8:46 pm

http://www.polycount.com/forum/showthread.php?t=53118

this is one thread about exporting stuff from Blender into Maya and vice versa. I mention Blender because a) I know it and b) it's free and there are some pretty handy tutorials online.
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Re: Modeling General Discussion

Unread postby Golden Girl » Thu Dec 06, 2012 8:48 pm

That could be very useful - we'd only need one volunteer with Maya then who could funnel all the Blender models through their set up to produce assets ready for the Hero Engine.
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Re: Modeling General Discussion

Unread postby gruegirl » Fri Dec 07, 2012 3:31 pm

Golden Girl wrote:That could be very useful - we'd only need one volunteer with Maya then who could funnel all the Blender models through their set up to produce assets ready for the Hero Engine.


Or someone with Maya personal learning edition. I'd volunteer but my compy is too crap for it.
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Re: Modeling General Discussion

Unread postby Fortis_Binary » Sun Mar 24, 2013 5:55 pm

Not to be the naysmith, but wouldnt using an academic version of Maya get us into hot water down the road once the game was released?

Has anyone with a full retail version of Maya volunteered yet?
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Re: Modeling General Discussion

Unread postby Golden Girl » Sun Mar 24, 2013 6:14 pm

We only need the full version once the game is ready to launch, as it'd at that point that we'd be using assets created in Max or Maya to make money - while the project is not making money, there's no requirement for the full license.
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Re: Modeling General Discussion

Unread postby Shadow » Mon Mar 25, 2013 8:57 pm

I found this interesting video of some of the 3D software that Volition used to make
Saints Row the third city. Reason I bring this up is that Hero engine has some similar tools
that can create rivers using ribbon like meshes to create them. Just curious if
HE can create roads or streets similar to what CTG software uses.
http://www.gameinformer.com/b/features/ ... -city.aspx

Also Houdini has a procedural city module that easily creates buildings and cities without
adding more work load. I know that HE can only accept 3D Max formats. But I
just found it fascinating to watch this video.
http://www.youtube.com/watch?v=PDrALvAqsaI
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