| 11-13-2003, 05:50 PM | #1 |
does anyone know if i can use maya to create models? |
| 02-23-2004, 10:59 PM | #2 |
I have the same question |
| 02-24-2004, 10:53 PM | #3 |
I'm using Maya but I not sure if u can...I think Blizzard used Maya to make all the models for the game so I am going to try to ask them how they imported/exported them...:ggani: :ggani: :ggani: |
| 02-24-2004, 11:40 PM | #4 |
Blizz used 3DS Max, but Maya is a very valuable tool used by many professionals- or so I've been told. |
| 02-25-2004, 12:18 AM | #5 |
I asked they said they used 3dsmax for the units and maya for some of the buildings but they woodnt tell me how they impoted them from maya:( So anyways i would use maya for bildings/objects and 3dsmax for units...:ggani: |
| 02-25-2004, 12:23 AM | #6 |
american companies use 3ds max. japanese companies use MAYA mostly to model.. such as squaresoft... MAYA is an amazing tool. |
| 02-25-2004, 04:49 PM | #7 |
soo.. can i inport models in maya and edit it and then use in game?? that is wut i wann do!:ggani: |
| 02-25-2004, 07:43 PM | #8 |
I use maya to create all of my war3 models, have been for over a year now. Yes, it's possible and it's actually not too difficult to do. Mind you if you wish to use Maya, you still need 3ds Max installed on your system. AFAIK, there is no direct way to port over Maya files directly to .mdl format so you need 3ds Max as a medium. Also, my method of porting does not include transfering animations, this and particle effects should be done in 3ds Max. To do the transfer, you will need the following. - A working copy of Maya - OBJ export script - working copy of 3ds Max (Remember v6 does not support Art Tools) - OBJ import script - Blizzard's Art Tools If you don't know where to find the following, do a google search. Once you finish modelling your character and skin it properly, simply export the file as an OBJ. This is a general file that keeps information on models and their UV coordinates. Make sure all the necessary things are checked in the Export options box as well, you don't want to be exporting a blank model. When importing into 3ds Max, simply use the Import function, select file type to OBJ and choose your model. After you do this, a menu should appear with information on what you're exporting. The most important thing here to look out for is "Keep Texture co-ordinates", if you leave this unchecked your model will lose its UVs. Creating Bones, Helpers and Particle Emitters should be done in Max. Optimize your model and triangulate your model before exporting into OBJ. Name every mesh piece correctly and avoid using groups or parenting the mesh. If you really aren't comfortable with animating in 3ds Max, there is one alternative that I have not tried, and that's Kaydara, a 3rd party program/script that I hear can properly transfer Maya models with animation in tact to 3ds Max. I haven't tried this tho so you will have to find more information on your own. |
| 02-25-2004, 08:27 PM | #9 |
For my part I say best way to model units is 3DSMAX. Tons of possabilities. |
| 02-25-2004, 10:36 PM | #10 |
yeah but most of us aint goin to fork over $2000 for 3dsmax and i wouldnt suggest illegal way |
| 02-25-2004, 10:50 PM | #11 |
Ya so start savin up cuz either way u need 3dsmax... Of course you could just make models say they look pretty and never do anything woth them...:ggani: :ggani: :D |
| 02-26-2004, 07:01 PM | #12 |
How good I can be a cadger of my school ;) |
| 02-26-2004, 09:46 PM | #13 |
you would think that since alot of people are asking about maya that maybe someone would make a script or plugin or something for maya. |
| 02-26-2004, 09:57 PM | #14 |
Ya i think they're making one but you cant make it in one night... If ur that interested y dont u e-mail maya??:D |
| 03-04-2004, 10:42 PM | #15 | |
Quote:
so you think that i should email the company and just ask them if they can make a importer/exporter for mdls or mdxs? |
