07-23-2007, 01:14 PM
Kevan Wrote:Hey, thanks for sorting out the polycount and for making some of the parts separate so they can be used properly in FrameForge.
I'm still learning about 3D, modeling and texturing and need to get my head around producing low poly models, naming separate parts with logical names so those parts can be hinged, be removable and textured/colored separately... I'm also trying to learn texturing and maps too..
Maybe I shouldn't convert to FBX format from 3DS Max and then run it through the FBX to FrameForge Converter utility because then I'm bypassing the correct procedure of producing a low-polygoned model in the first place.
FBX is really only for rigged characters, the VRML format allows you to very easily defihe hinges, sliders and optional parts -- in the frameforge folder there is a subfolder Object Creation which has a file explaining how to go about doing it along with some axis objects.
Kevan Wrote:Just time is all, I intend to crack this. I feel the more models for FrameForge the better for storyboarding.
We absolutely agree and really appreciate you sharing your hard work. We've given free upgrades to people whose objects we've included into our base object library and you certainly have some contenders.
Kevan Wrote:I take your suggestions as good advice, I'll maybe purchase a good book on 3D modeling to improve what I'm doing.
Make sure it is labeled as LOW POLYGON or GAME MODELING as otherwise they'll give you great instructions for creating beautiful print resolution models.