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Software for the Realtime 3D Modeler?

Milo_Mindbender asks: "I've been involved in doing a number of games and other realtime 3d apps and I always run into the same problem: the 3d modelers that most artists use (MAX, Maya, Softimage, Lightwave...etc) are all heavily biased towards doing non-realtime rendering using raytracing or some other technique. While they can be used to make models for realtime 3D hardware, a very large number of their features don't map well onto realtime 3D hardware. For example many of the procedural shaders used by these packages map very poorly to a hardware shader's abilities, and similarly, if you want to use a hardware shader on some polygons, most modelers give you no way to see the effect while modeling."

"There are other problems too: modelers that have no concept of polygon strips/fans or that make it very hard to avoid generating polygons that will never be seen (the inside surface of a pipe for example). Even if you have the target 3D hardware on the modeling machine, it's rare to have the modeling windows look anything like the finished product. I'm wondering if anyone has run across a good solution to this. Possiblly a modeling package more geared to hardware capabilities, or some way of adapting an existing modeler to make it more hardware friendly by blocking or modifying features that 3d hardware can't handle. It would seem such a package could be cheaper too, since it wouldn't have to support as many fancy features."

204 comments

  1. Re:First..... by Anonymous Coward · · Score: 0

    Not even close, bub. It was all me, baby. Now I'm going to smoke a toasty bowl in celebration of my firsty posty goodness.

  2. MultiGen by billd · · Score: 5, Informative

    Take a look at MultiGen & SGI's Performer

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    For great justice!

    1. Re:MultiGen by Quarters · · Score: 2

      Yeah, if you want to make a game that is about 5 years behind in terms of graphics.

      Multigen Creator can do multitexturing, but it doesn't give the user any way to set the blend level between the layers. Use two textures and get a 50% blend. Use 3 and get 33%, etc... blech.

      Detail texture application didn't work right in 2.05 (when I got away from it).

      It doesn't do keyframe animation. That's a show stopper right there.

      It doesn't support hardware shaders. It's only OpenGL based, so vertex and pixel shader playback would be done completely via vendor specific extensions to OpenGL.

      The list goes on and on.

      Creator tried to bust into games. Unfortunately for Multigen two things happened:
      1) The ability to do amazing graphics on PCs exploded very quickly in the timeframe between the orignal GeForce card and the GF3 card.
      2) The market for PC based military flight simulators dissapeared. Since Creator was (and still is) marketed as a military and civil engineering vis-sim tool it is best suited for those types of products. You'll never make a Quake III, Tribes II, NWN, or GTA3 with it.

    2. Re:MultiGen by mdsandler · · Score: 1

      Not only that, Creator is really expensive (17kish) per license. Their other modeling product, Multigen II is around 25k a license so that really hits the pocket book hard.

    3. Re:MultiGen by Anonymous Coward · · Score: 0

      Creator is not $17k it around $5k still a little pricy but then it works in a small market tus cost are hight

    4. Re:MultiGen by mdsandler · · Score: 1

      Oh. I'm looking at Creator Pro so that must be the difference here.

    5. Re:MultiGen by billd · · Score: 1

      Sorry, I should have been a bit clearer...
      Try downloading SGI Performer demo for Linux and run the perfly demo on Performertown.
      This will give you a very good idea of how nice your G4 card can look with a MultiGen modelled visual database.

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      For great justice!

  3. Blender? by Anonymous Coward · · Score: 1, Insightful

    How does Blender stack up? Aren't they going open source?

    1. Re:Blender? by MisterBlister · · Score: 3, Informative
      Blender is pretty good if you can get used to the crappy UI.

      They might be going Open Source, but they have made some demands like they need to get $100k (Euro, ~95k US) in user donations before they open up the source code...So its not a sure thing.

    2. Re:Blender? by acasto · · Score: 2, Informative

      Information on Blender's current situation can be found at the blender3d website, or at elysiun. As for the money needed to free the sources, this dosn't have to come solely from user donations. Ton has quite a few ideas in mind, and Siggraph is coming up here soon. As for it's realtime and gaming capabilities, they are extremely promising. What will be interesting though, is to see how the developement of the gaming engine is handled upon open sourcing. There seems to be a definite split between those who are into gaming, and those of just modeling/animation. Also, another interesting point is, they had blender running on an iPaq before NaN went under. This opens up the future for blender and mobile type applications.

    3. Re:Blender? by Anonymous Coward · · Score: 0
      $100k (Euro, ~95k US)

      Err, the Euro and US dollar are on pretty much on par now

    4. Re:Blender? by Anonymous Coward · · Score: 1, Interesting

      Blender doesn't even have undo/redo :-)

      Don't even get me started on the lack of features in every other aspects. I still think it's amazing how people seriously compare simple open source hacks with commercial packages that are in a whole different legue. Photoshop vs Gimp, Blender vs Maja, Reiser FS vs Veritas, Postgresql vs Oracle.

    5. Re:Blender? by acasto · · Score: 1

      The lack of features is only relevant to those whom lack either the skills or the imagination (or both) to compensate. The market is too saturated with people who claim to be professionals, yet are only professionals when using expensive proprietary software. Sure they make life easier, and speed things up, and are just great to have. But if you must use them (I'm not talking about pro full length movies here) because that's all you can, then you are not a professional.

    6. Re:Blender? by Anonymous Coward · · Score: 0

      *LOL*

      Okay, so you don't think a "feature" like UNDO is kind of important and something a professional need? Should I be required to "compensate" for the fact that I can't do simple things like undo/redo?

      If I use ReiserFS/Ext3, how should I compensate for the fact that point-in-time backups are not possible? With transactions they just mean a table where writings are stored so they can be done again, in Veritas the WHOLE filesystem state is transactional. Not quite the same thing. :)

      If I use postgresql how should I compensate for the fact that it has relaxed file-system sync, lack of proper replication, lack of true clustering and so on? What do I do if the machine I run it on burns up? Isn't the fact that critical business-related data is securily stored (on redundant locations) kind of important?

      For christ sake...

    7. Re:Blender? by acasto · · Score: 2, Insightful

      It is made easy to save multiple versions. By hitting the '+' button upon save it bumps up the file a version number. I find this better than undo, because it forces me to work in steps. When you have an undo, alot of time you end up with one file. On all my models, I usually have over 50 seperate versions saved. This allows me to go back at any point in time and start from a certain level.

      Why not use ReiserFS or Ext3 on top of LVM if you need point-in-time backups?

      Use of a DMBS is different, you must select the proper one for the task. That is only common sense.

    8. Re:Blender? by Anonymous Coward · · Score: 0

      Ok, so why don't you use Windows95, afterall, you can save your files and bake backups; no need for stability according to your argumentation.

    9. Re:Blender? by Salsaman · · Score: 2

      FWIW, there is a petition you can sign if you want to see the source code to Blender opened up. It's here.

    10. Re:Blender? by Anonymous Coward · · Score: 0

      Photoshop vs Gimp, Blender vs Maja, Reiser FS vs Veritas, Postgresql vs Oracle.

      You'd sound a lot more professional if you spelled Maya properly, astroturf boy.

    11. Re:Blender? by Anonymous Coward · · Score: 0

      Professionals use whatever tools they need to accomplish a task in the required time. They don't care about what's under the hood, or whether it's freeware or open source. Granted, an accomplished artist CAN accomplish a task using low-end software, but it's not suited for a production environment, because it takes too much time. Blender is a fine tool, but better for hobbyists.

    12. Re:Blender? by symbolic · · Score: 2


      A simple fact: If the product doesn't cater to the needs of the professional user, it won't be used by professionals. Maya does, Blender doesn't. There is a great deal of tedium that can be done manually, but with little justification that it should be - in many cases (but not all), this has less to do with one's skill, and more to do with one's desire to produce something within a reasonable time frame and within reasonable cost constraints.

    13. Re:Blender? by Anonymous Coward · · Score: 0

      Blender doesn't stack up. That's why its free. I mean, common, character modeling and animation in Blender? ave you ever used the interface? I'd rather shoot myself in the head than put up with that kind of agrivation.

    14. Re:Blender? by acasto · · Score: 1

      Well, that's your choice if you want to. I supposed you have an argument that linux is also inferior because it is free. If you do not have the talent and patience to learn a complex interface, then I doubt you have the talent and patience to do character modeling and animation period.

    15. Re:Blender? by acasto · · Score: 1

      bake backups

      If I wanted to do that I would use the microwave

      What kind've point, if any, are you trying to make. You can save and make backups on anything. Where in the world do you get stability from? I think you're confused!

    16. Re:Blender? by Com2Kid · · Score: 3, Insightful

      If you do not have the talent and patience to learn a complex interface, then I doubt you have the talent and patience to do character modeling and animation period.

      That there is complete and utter bull.

      The goal of an artistic program is to allow the artist to move their creative vision from their mind (or some other medium if it has already been copied down to it) to the computer with AS LITTLE FUSS AS POSSIBLE.

      The program should be natural and easy to use, should work flawlessly and efficiently, be quick and obvious in its usefulness, and all in all feel like a tool and not like a burden.

      And that is in the bare minimum.

      A truly good program heightens the artists creative potential but offering up new ideas. While it is technically feasible for an artist to use nothing but a pixel by pixel 2d editor to create any image that you could see on your computer screen (and indeed some artists do create that way and do a lovely job of it, they have darn near total understanding of color theory and how the human mind interprets shapes and shades), the rest of us (none artistic-genius types) have to rely on mere external tools to aid us in this process.

      Thus why a water effects or flame effects plug-in in Photoshop comes in so much handy. Sure the 'real' artists do it by hand (and yah, odds are their results look a darn fine deal better too), but hey, for those of us who still have a vision but lack that level of understanding about color theory (how to make something look like it is underwater by tinting the pixel just right), the plug-in sure comes in handy.

      Of course in the case of some tools even /getting/ to the plugin can be difficult. Tools should all be immediately accessible and easy to use. There is NO excuse for it to be otherwise. There are at least half a dozen good books on UI design out there that could be followed 100% and have decent results come through, and many more books on UI design that offer a ton of good advice (mixed with a bit of not so good advice. ;) ), check your local library.

      or better yet somebody start up a fund to send copies of some of those books to the smaller dev teams out there, I realize that not every programming team (especially when it comes to OSS) can afford a usability study, but there is still no excuse for the major UI blunders that any of the so called alternative programs out there make.

    17. Re:Blender? by acasto · · Score: 1

      The people that make great work with blender love it's interface. I have used Maya and Lightwave, and I think, and so so many others that have tried all these programs, think the blender iterface is faster once you learn it.

      My guess is the people who complain mostly about the blender interface don't use blender. Probably because they couldn't figure it out in the first place. Because if you really knew how to use it, then I doubt you would really be complaining. Sure there could be some improvements. But confoming to a standard UI design, just to make some complainers lives easier, is rediculous.

      However, if you are so enlightened on the proper way to make an interface, blender is going to be open source here soon. So why don't you go impress us all with your excellent skill in conformity!!!

    18. Re:Blender? by Com2Kid · · Score: 1

      However, if you are so enlightened on the proper way to make an interface, blender is going to be open source here soon. So why don't you go impress us all with your excellent skill in conformity!!!



      Why, when Rhino3D has a nice CLI built into it already and carries over most of a user's knowledge from autocad?

    19. Re:Blender? by Com2Kid · · Score: 1

      (and why the fuck aren't links working?)

      Ok N/M in new posts now they are, grrr. /. is acting weird. O_o

    20. Re:Blender? by acasto · · Score: 1

      Well then, maybe we wouldn't want someone working on blender who is satisfied with only a NURBs modeller.

      Blender has excellent support for catmull-clarke subdivision surfaces, which has many superior characteristics for character animation than NURBs alone. Also, the autocad UI, which is a program speciallized for technical drawing, is really quite irrelevant in comparison to a freehand 3D modeling program such as blender.

    21. Re:Blender? by Com2Kid · · Score: 1

      Well then, maybe we wouldn't want someone working on blender who is satisfied with only a NURBs modeller.

      Blender has excellent support for catmull-clarke subdivision surfaces, which has many superior characteristics for character animation than NURBs alone. Also, the autocad UI, which is a program speciallized for technical drawing, is really quite irrelevant in comparison to a freehand 3D modeling program such as blender.



      Rhino3D is not NURBS only (though it was one of the first fully featured NURBS modelers out there. ^_^ )

      I should know, up until yesterday my sig was advertising my low polygon models done in Rhino3D. :-D

      Oh, and Rhino3D allows you to APPLY what you know from the AutoCAD UI, the Rhino3D UI beats the crap out of the AutoCAD UI. :-D EVERYTHING in Rhino3D is /exactly/ where you would expect it to be.

      Rhino3D /Rocks/ for free form modeling, quick, easy, I can fly around in the program, the UI is so cleanly laid out, it is amazing.

  4. NURBS by Anonymous Coward · · Score: 0

    i should point out that the most of the time consuming rendering on those apps is for nurbs, not pols

    1. Re:NURBS by flewp · · Score: 2

      i should point out that the most of the time consuming rendering on those apps is for nurbs, not pols

      Actually, it depends on the modelling method/output of nurbs.
      From what I understand, nurbs can often be beneficial in some rendering situations, or their outputted/exported polygonal equivilants. However, from what I understand again, this is not for realtime, so my point may be moot.

      --
      WWJD.... for a Klondike bar?
    2. Re:NURBS by Mac+Degger · · Score: 1

      For a great look at the use of hardware-subdivission surfaces in a game engine, check out www.gamasutra.com. Off-topic-ish, but still interesting :)

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      -- Waht? Tehr's a preveiw buottn?
    3. Re:NURBS by mdsandler · · Score: 1

      You can't render NURBS realtime. NURBS are based off math-data and can only be used in canned animation processes. Gotta stick with polys for realtime applications.

    4. Re:NURBS by Anonymous Coward · · Score: 0
      You can't render NURBS realtime. NURBS are based off math-data and can only be used in canned animation processes. Gotta stick with polys for realtime applications

      You could move the NURBS control points around in real time, however. I doubt that the processing for recalculating a few NURBS is that bad...

  5. Not sure what you're looking for by flewp · · Score: 3, Interesting

    Are you looking for a modeller that will render as you work in realtime, or have a gamelike renderer that will render out in real time?

    It does sound like you're looking for something more in-tune with hardware realtime rendering, am I correct in thinking this?

    Most programs have an OpenGL/D3D/etc realtime modelling mode, so I guess what I'm asking is, are you looking for something that can give you an accurate representation of what it will look like when rendered in game, using a card's built-in shaders? I guess I'm just getting confused on what you mean by mapping. Are you talking vertex/polygon level procedural mapping, or texture mapping, or what?

    I'm also asking these questions so I can guage what a low-poly/gaming modeller is looking to accomplish. All my 3d renderings are done in trueSpace, using raytracing or a hybrid of radiosity/raytracing.

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    WWJD.... for a Klondike bar?
    1. Re:Not sure what you're looking for by flewp · · Score: 2

      I think I should also mention that if you're looking to find out how well your models perform in a game situation, the only reasonable way to tell is to actually have them in the "game" and it's engine. I don't think any 3d app can reasonably mimic the performance hit a game's render engine is going to take unless it can actually mimic or run the actual game engine.

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      WWJD.... for a Klondike bar?
  6. There are some improvements coming... by Anonvmous+Coward · · Score: 4, Insightful

    Both LW and MAX have gotten better in ways that you've described. MAX previews motion blur in OpenGL (Which as some of you know is VERY expensive to render...) and LW now does lens flares, hypervoxels, and fog in OpenGL as well.

    LW's VIPER is pretty interesting too. What you do is you do a test render of your object and the resulting image is stored in a buffer. Then, let's say you want to play with the surface texture on it. Fire up VIPER and it shows you a low res version of the image you just rendered. When you modify the surface, it re-updates that image preview, but it only re-renders that particular surface that you're playing with. It's much faster feedback for getting a feel for procedurals than a full bore-render.

    Is it real time? Ehh.. no. It's close. 2-3 seconds maybe? I agree with the author, though, that more could be done. Why couldn't they convert a proceedural into a texture and present that in OpenGL?

    The good news for the author is that the industry (not just Newtek and Discreet) sees the value in having more real-time feedback. The next couple of major releases for the main packages out there will be very exciting for just that reason.

    1. Re:There are some improvements coming... by Anonymous Coward · · Score: 0

      lw7.5 does DOF and motionblur in opengl too, btw.

    2. Re:There are some improvements coming... by Anonvmous+Coward · · Score: 2

      really?

      Damn I thought I remembered reading that. *digs through the manual again*

      Thanks man!

  7. quake? by GoatPigSheep · · Score: 3, Interesting

    nobody has converted quake into some sort of modelling program yet?

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    GoatPigSheep, the 3 most important food groups
  8. trueSpace 6 by lunadude · · Score: 3, Informative

    The new version (6) of Caligari's trueSpace has "texture baking". It can translate procedural textures into mapped UV surfaces. Pretty nifty set of tools too. Windows only.

    1. Re:trueSpace 6 by flewp · · Score: 2

      Woohoo, a fellow tS user! And btw Lunadude/aka Moonman, thanks for the great resource site.

      Just so it isn't completely offtopic though: tS6 also will "bake" the shadows as part of the mapped UV surfaces of the meshes/polygons.

      --
      WWJD.... for a Klondike bar?
    2. Re:trueSpace 6 by Anonymous Coward · · Score: 0

      Posting anonymous as I used to work for Caligari....

      My GOD that software sucks. If you ever had the chance to look at the source.... Total spaghetti garbage. Bandaid on top of bandaid.

      Everyone that worked there refered to the company as caligoofy. Working for this guy was a nightmare.

    3. Re:trueSpace 6 by flewp · · Score: 2

      Hence, the Coward in Anonymous Coward.

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      WWJD.... for a Klondike bar?
    4. Re:trueSpace 6 by Anonymous Coward · · Score: 0

      Hey, the company is a revolving door. When 19 people out of 20 quit in a 2 month time frame you can figure that something is wrong. That and the fact that the founder would sue at the drop of a hat, Yah. AC is in order.

    5. Re:trueSpace 6 by jayrtfm · · Score: 1
      Wow, in a twisted way it's nice to see other people who hate that guy. I feel less alone :-) And it's really ironic AC said the founder likes to sue people since he was lucky I didn't sue him when he screwed me over.
      Since you may "enjoy" this, and it's a good forum to rant and maintain grudges, here's the Off Topic story.

      Back when Truespace was around 1.x on the Amiga, I was a partner in a fledgling multimedia company. We got Bantam as a client, and got the job to render 4 versions of their logo embossed in gold on marble cubes, to be used as a printed cover, so a 2k image was needed.
      At that time Caligari was running ads claiming that it was capable of rendering 3K images suiteable for film output

      Since we had a good relationship with Amagination (amiga store/multimedia) we outsourced the modeling/rendering to them.
      After a difficult modeling job, and over 30 hours of rendering, with our deadline looming, we had a 2k file suiteable for film output
      Since the file was in caligari's format, it had to be converted into targa. or tiff. or bmp. or pict, or any format that some other program could read. Seems that there was just one third party utility that could read and convert it, and caligari had never tested it beyound screen res. There was a bug, and anything over 512 pixels tall couldn't be converted. Fortunatly, "that guy" was located in NYC, so i brought the files (output and models/textures) to him for debugging.
      At first he tried to hide behind that fact that since his file was 3k it would be good for film output. It took awhile to make the point that if we had no way to start with his file, and end up with a physical piece of film in my hand, then his ad was a lie, and he should fix it now.

      After a week or so we gave up waiting for him to fix it, and went to another company to do it in Topaz. This caused weeks of delay, and we lost thousands of dollars. Very painfull, and we never got anymore work from Bantam again.

      What really rubbed salt in the wound was a few weeks later at an Amiga show, Roman was demoing using OUR FILES to show how wonderfull calagari was. Umnnn, do ya think he had asked permission to use confidential copyrighted files in a public demo? When I finally stopped screaming at him, he may have gotten the idea that we weren't happy with what he was doing. Fortunatly the security guards were persuaded not to throw me out. Not having deep pockets (hell, at that time we couldn't afford pockets) we didn't sue, and just hoped bad Karma would do something. The real shame of this was that calagari really did have beautifull renders/lighting.

    6. Re:trueSpace 6 by Anonymous Coward · · Score: 0

      Wow, other people thought that Caligari's boss was a complete shit. Cool!!

      I worked there for a summer. First thing I had to do was help the LAST programmer out the door with his personal stuff. That started the summer of hell.

      Anonymous coward...

  9. Which is why tools are so important... by kbonin · · Score: 5, Interesting
    The problem is that there is far more money to be made selling expensive seats to well funded studios, movie houses, and advertising agencies then in selling to game companies. Most game companies are cheap, and full of people who are biased against anything not written in-house.

    I write engines now, but I spent a good 10 years as lead programmer of tools groups at various game companies (I distributed the first public reverse-engineering of 3ds file format, I think for version 2, had fun explaining that to a room full of lawyers... :)

    I'm still dealing with these issues today. My current employer is starting a major project (MMORPG), we spent a decent part of the last year researching art tools. Ended up picking Maya, as its got a great C++ API that exposes darn near everything, as well as a great C++'ish scripting language for the technically inclined artists to use. (Disclaimer: I have no financial interest in Maya, etc...)

    The problem is that it takes years to tune a decent editor - I started out in CAD/CAM/CAE and even I know better than to try and editor unless I've got a few man years to dedicate to infrastructure.

    Unless the budget absolutely cannot handle it, I'd recommend taking Max or Maya and extending them with your own tools. Maybe even make some of them open source, like Pierre Terdiman did with his Flexporter system for Max, which saves a good man-year of work on 3ds Max exporter work!

    1. Re:Which is why tools are so important... by flewp · · Score: 2

      Most game companies are cheap, and full of people who are biased against anything not written in-house.

      You're obviously well more knowledgable in this area, as I have never done anything in the 3d game area, but most of the requests I see for low poly 3d modellers for games ask/demand that the user is proficient in Max.

      --
      WWJD.... for a Klondike bar?
    2. Re:Which is why tools are so important... by The+Cat · · Score: 2

      most of the requests I see for low poly 3d modellers for games ask/demand that the user is proficient in Max.

      Which is interesting, given the likelihood of the average hobbiest/graduate owning a paid license for MAX is somewhere around... oh, let's see... uh... ZERO.

      And, like all technical skills, proficiency in any other 3D package is less than useless. So all the nine-hour-a-day Blender people needn't bother.

    3. Re:Which is why tools are so important... by Anonymous Coward · · Score: 0

      Hopefully someday you'll grow up and get a real job.

    4. Re:Which is why tools are so important... by codework · · Score: 1
    5. Re:Which is why tools are so important... by SpaceJunkie · · Score: 1

      Some universities do offer MAX experience - but on a cv it cannot compare to actual commercial experience. But then how many people can afford a full version of Visual Studio for learning D3D, or even less likely a PS2 Tool for learning PS2 development. As far as I can tell- the only way to get into PS2 coding is to have a good games CV already and get lucky - at least in my experience, and anyone who has worked with it will know that it takes a fair while.

      I was lucky enough to go to a uni that had both Max, Visual Stu(with all the extras) and a room full of Yaroze's(yes I know outdated but its still a good start towards Sony hardware- and it was 3 years ago).

      Of course theres always other ways to do these things - like the number of people with Warez MAX/Maya/Vis Stu Ent or a homegrown PS/DC dev system(I havent seen a homegrown PS2 dev system yet).

      --
      OrionRobots.co.uk - Robots From sol
    6. Re:Which is why tools are so important... by mdsandler · · Score: 1

      I think most people ask for Max skills because it is reasonable a graduate might have them. If we had someone come to my group with skills in something like Alias/Maya, Multigen Creator or other packages they'd be in like Flint. The problem is that no uni's teach that stuff (that I've heard of) nor can the normal renderdude come across it from a friend.

    7. Re:Which is why tools are so important... by John+Courtland · · Score: 1

      You bastard... I went to a uni with IBM S/370 Equipment. We programmed COBOL and Assembler. There WAS C++ but it was extremely easy (matricies were the "hard topic" of the course). Considering IBM funds the university, it's not too hard to see why the ENTIRE CS department was geared towards Mainframe development. But I missed out on a LOT of the technology after, say, 1979. (And I took these classes in 2000/2001, so there are like 22 years of technology missed). I really wanted to code "game-like" things, but show me the man who made a COBOL game and I'll show you a miracle worker.

      --
      Slashdot is proof that Sturgeon's Law applies to mankind.
    8. Re:Which is why tools are so important... by kbonin · · Score: 2

      heh - so much for my doc being "public". I did it while I was at SSI ('91-92), gave it to people at tons of other companies (games & later VR), looks like it never made it out anywhere Google is indexing.

      I'll dig up the old docs for integration into what's still public, if anyone is interested, I looked over the docs Google found, and I had a bunch more chunks documented, especially animation, and all the material data...

    9. Re:Which is why tools are so important... by Anonymous Coward · · Score: 0

      Of course theres always other ways to do these things - like the number of people with Warez MAX/Maya/Vis Stu Ent or a homegrown PS/DC dev system(I havent seen a homegrown PS2 dev system yet).

      It should also be noted that a lot of this software is available at academic pricing with some limits on how they can be used, if you're a college student. VC++ 6 (certainly one of the most common developer tools when it comes to Windows games), for example, starts around $40 in the Academic Edition.

    10. Re:Which is why tools are so important... by Com2Kid · · Score: 2

      You're obviously well more knowledgable in this area, as I have never done anything in the 3d game area, but most of the requests I see for low poly 3d modellers for games ask/demand that the user is proficient in Max.

      I would like to throw in my tidbit here and mention that Max sucks for modeling.

      I do not know if they have gotten rid of that stupid separate rotate view tool yet though, I certianly hope so, the second/third/forth/fifth/sixth/seventh/eighth/ ninth mouse button is there for a reason. . . .

      (yes my mouse really does have 9 buttons on it. :-D The higher end CAD mice have well over 16, heh)

      Rhino3d is my prefered modeling tool.

      Max does rock for setting stuff up though, and doing animations in it is pretty darn intuitive, but ick, the interface . . . . ::shudders::

      Oh well, most of the major packages DO have a cruddy interface, heh. and tend to degrade the qualify of a modeler's work ;-D

    11. Re:Which is why tools are so important... by SpaceJunkie · · Score: 1

      Aww man - where the hell was that? Jeez - I missed out by one year on the AI department getting DACTA mindstorms kits as well.. On the whole my uni is seen as a bit shite - except for CS, AI and Performign Arts(I had nothing to do with the latter - well maybe a few of the ladies). In other areas the university was seen as a no-brainer(I failed my A-Levels - lets go to mdx)...

      I once wrote a game - text adventure game albeit, using ashton tate DBase and the built in script(similar to clipper- I think an ancestor of). I recon you could write one of them in Cobol. Hell man - I seen an adventure game in pure MSDOS batch script, make script.. etc..

      But dont expect to make quake... My final year project (on the PS) was 2 games - I did an awful 3d FPS, and a 2D game which was ace - great sound, atmosphere and nice graphics- it played just like Alien Breed 'cept with evil robots instead of Aliens. Sony funded our university - but no more - they have got rid of kit all in favour of all out DirectX stuff.

      --
      OrionRobots.co.uk - Robots From sol
    12. Re:Which is why tools are so important... by John+Courtland · · Score: 1

      Northern Illinois University. Worst Compsci dept EVER. I mean mainframe assembler was hard, but not fun at all. When your final project is to basically write a program that updates a database, the question "WHY?!?!?" always popped into my head. I'd bet you could make a simple game in COBOL. But we used "Virtual Punchcards". No interactive input for us. And don't get me started on JCL.... There's a reason it is hardly ever used.

      --
      Slashdot is proof that Sturgeon's Law applies to mankind.
  10. Try these by Anonymous Coward · · Score: 3, Insightful

    Take a look at gmax and Milkshape3D

    1. Re:Try these by SpaceJunkie · · Score: 1

      Why is this modded as insightful? I would say this is extremely informative. I have just taken a lok at these(not having come accross them before). And Milkshape looks like something I am gonna ahve a play with. I will let you know what i think....

      --
      OrionRobots.co.uk - Robots From sol
  11. Multigen's Performer or Creator by Anonymous Coward · · Score: 1, Interesting

    If you are looking for ease of poly visualization Multigen's Creator or Performer are definitely my favorites, with some neat features like the ability to "shrink the edges" of the polygons to look inside your model and catch those annoying hidden faces...

  12. low poly modeling - modeler shell by jimbo00000 · · Score: 2, Informative

    if youre looking for a cheap solution, try mosh http://www.jimbomania.com/mosh.html it uses blocky opengl primitives (glutSolidCube() & Tetrahedron & Sphere() ) in pseudo-opengl code, saved as text. you will have the disadvantage of using an unfinished piece of software, but the advantage of heavy influence ofver the future design of the code/interface.

  13. Blender by Picass0 · · Score: 5, Informative

    Blender is in the process of becoming open source, and would make an awesome tool for game modeling. Blender had a built in game engine and modeling tools.

    Visit Blender3d or elYsiun and help open the source on this program. It could become THE gaming modeller for Linux.

    1. Re:Blender by Anonymous Coward · · Score: 0

      5:Informative?

      Okay then, show me undo in blender :)

    2. Re:Blender by matvei · · Score: 1
      There's only undo in edit mode. Press the U-Key after editing a mesh and it will be restored to the state it was in when you entered edit mode.

      I was playing with LW some time ago and the layout only seemed to have 1 level of undo. (I might be wrong here since I've only spent very little time with it yet)

      That's not much more useful than no undo at all, since you still have to resort to saving all the time.

    3. Re:Blender by shish · · Score: 1

      Yeah, blender's a right b*tch until you get used to it...

      --
      I mod down anyone who says "I will be modded down for this", regardless of the rest of their comment
    4. Re:Blender by rdewalt · · Score: 1

      Back when I was first learning PERL, I wrote a converter to translate between Vistavision OBJ files and openGL compilable C.
      You can get the converter .pl here (Please don't laugh at my code too much, I wrote it mainly for myself and as a "Can I do this?" test..)

      While its not a perfect solution, it allowed me to quickly build a few things. Blender is free, and exports Vistavision OBJ files.

  14. How lame to have to type a subject by vaccuum+pony · · Score: 2, Informative

    *If* you are just talking about modeling, then there are some possibilities. www.wings3d.com is a free version of Nendo and I *think* it's open source. It is written in ERLANG, however. If you are talking about the full range of 3D asset generation (models, textures, animation, etc) then there isn't much you can do. As for Max, Lightwave (and all the others) becoming more game friendly... Doubt it. Those companies are all trying to make their 3D app "all things to all people". That was lies madness.

  15. Gmax by problah · · Score: 1

    Do a search for Gmax. It's built for game design, and kicks ass.

    1. Re:Gmax by Anonymous Coward · · Score: 0

      Unlike you. You suck.

    2. Re:Gmax by palo0019 · · Score: 1

      Did you even read what he's asking? He's saying that Max and etc. don't meet his neads. Gmax is just crippled Max, so why would he care?

    3. Re:Gmax by UberLame · · Score: 1

      The only way would be incapable of meeting his needs is if his needs are that he is a lamer who needs a create pretty, imaginative model button, or he needs to not use Windows (perhaps BillyG terminated his licenses and refuses to sell him any more), or he doesn't have any money.

      In any of those cases, except the not able to use windows one, there is just no help. Max can do everything he'd want with a little programming (got to create the game engine as a plugin, which should be easy to do if he wrote the game engine in the first place) and a little inginuity (use multiple layers of vertex coloring, polygon coloring, and UV maps to store different pieces of information). And if he can't handle that, then he should stick to something simpler. There are still many great games waiting to be made that don't need any texturing at all.

      --
      I'm a loser baby, so why don't you kill me.
  16. Try this one: by lnxpilot · · Score: 1

    http://www.equinox3d.com

    It lets you write your own OpenGL renderer for a whole 3D window, or just a specific Geometry.

  17. Modeling and compositing by Dr.+Bent · · Score: 3, Informative

    3DFilm does realtime modeling AND video compositing. I use it a ton....

  18. Multigen only by HakuMage · · Score: 1

    Multigen is sadly the only solution i know, (use for example in plane simulation) with Vega or Creator.

    But it exists only on Windows NT/2k or IRIX. there is no real stuff for Linux or no equivalent on free platform i know.
    I'm will also very interested to know if there is other good realtime software.

    1. Re:Multigen only by linzeal · · Score: 1

      An old indigo irix box can be had for sub 500 bucks with a 4-8 gig scsi disk in silicon valley, go to weird stuff.

    2. Re:Multigen only by UberLame · · Score: 1

      Gah. If you are paying anywhere close to $500 for an indigo, you are being seriously ripped off. If the indigo had a good amount of ram (128+megs), a good processor (r4k, not r3k), and the elan graphics, and it came with the keyboard and mouse, it might be worth $80.

      $500 will easily buy you a HighImpact or MaximumImpact machine, which significant money to spare. $500 will also buy you a very nice O2, again with money to spare. $500 is even just enough to buy a decent Octane with SI (which means no hardware texturing) and a decent amount of ram and harddrive space. If you are luck my might end up with a better octane for $500, but it isn't guaranteed.

      --
      I'm a loser baby, so why don't you kill me.
    3. Re:Multigen only by mdsandler · · Score: 1

      1. You don't want to run Creator on an only Indigo or Indy. You can pick them up cheaply (compared to other SGI hardware) but unless you get the 250MHz R10K for the Indigo2, don't bother. 2. I've never seen a hack for Elan or Flexlm (the licensing schemes used on IRIX) hence you'll have to shell out to buy a license of Creator. You'll spend more on the license than you will on the machine.

    4. Re:Multigen only by AndrewBushnell · · Score: 1

      There IS an alternative! Check out Geo at www.carbongraphics.com. Geo is a real-time modeling & animation system geared to the needs of the vis-sim community (as such, it goes head to head with MPI). It comes with an extensive plugin SDK, data-driven behavior engine, industry-standard file format support (e.g. OpenFlight) and its own extensable real-time file format. Its also very cost effective, compare to MG.

  19. whats the problem? by dpotter28 · · Score: 3, Informative

    I work mainly in film and commercials, but I do work on a few games per year (modeling/texturing/animating characters). I don't see whats worng with the current tools. 3dsmax supports both OpenGL and D3D in the viewports.
    As for your problem with procedurals... Well, procedural textures are, for the most part, 3D textures. Which means you do not need UV coordinates to map an object with a procedural. You can, either by script or plugin, "bake" the procedural into a bitmap and use that.
    You also have options to send data in any format you choose to another viewer. There are tons of options available. I dont see why choosing a more limiting system would make life easier. As porjects change, you may very well like the versatility your "fancy" application affords you. :)

    1. Re:whats the problem? by Jorrit · · Score: 2

      The problem is perhaps that 3dsmax is rather expensive for the average game developer.

      Greetings,

      --
      Project Manager of Crystal Space (http://www.crystalspace3d.org). Support CS at http://tinyurl.com/cb3x4
  20. Re:MODS ON CRACK by TheSHAD0W · · Score: 2

    Now, now. It was scored offtopic because people didn't think about it. But yes, a 3D gaming engine can be used for scripted animation, though I don't know of any specific examples where it's been used as such.

  21. Maya by leabre · · Score: 1

    If you can go the Maya route, they have the Maya Real-Time SDK (which is basically a tool for converting Maya worlds into a game). I think Maya RT-SDK is a game engine. Anyway, last I checked, about a year ago, it cost $250,000 (not sure if it was per-seat or site)...

    Thanks,
    Me

    1. Re:Maya by mdsandler · · Score: 1

      I know Maya also has export options to PS2, Nintendo 64 and other stuff. We looked at licensing it as cheap rendering hardware for a client ($300 for PS2 over 1.5 Mil for an SGI Onyx/2)

  22. Max4 shaders by Anonymous Coward · · Score: 1, Informative

    many of the procedural shaders used by these packages map very poorly to a hardware shader's abilities

    Didn't Max4 add the ablity to execute DirectX 8.1 shaders for its real time rendering so artists could preview exactly what they were getting?

  23. Re:MODS ON CRACK by H3XA · · Score: 2

    because it shows very little in the way of "common sense" thinking...... 3D modelling apps are used to create models in Quake, not the other way around. The poster doesn't show any understanding of the topic going by the one sentence posted.

    - HeXa

  24. XSI might help by palo0019 · · Score: 1

    Softimage XSI allows you to see OpenGL shaders in realtime. This may not be useful for a game being developed in Direct3D I suppose.

    If you got some time (say, 3 months) you can get the free Softimage XSI Experience CD set from www.softimage.com.

  25. Re:___ Post!!!! by Anonymous Coward · · Score: 0

    Do you take off your socks when you're spanking the monkey? If not, don't you feel kind of silly in just socks?

  26. I believe that Mattel makes something like this by Anonymous Coward · · Score: 0

    You can dress barbie in all sorts of things on your computer, don't know if it is in 3d though.

  27. Have patience by yoDon · · Score: 4, Insightful

    Hmmm... lets look at the phrase "hardware capabilities"

    "Hardware capabilities" doesn't have a single definition. Are you talking hardware like the Radeon 8500? (which is pretty sweet and fairly common among gamers) or are you talking hardware like the graphics chip in the Intel 810 motherboard set? (which is pretty weak but extremely common among the general public). Believe it or not, a huge number of games are still spec'd to run on low-end chipsets like the i810 because thats what consumers own. Sure, everyone you know has an 8500 or a GeForce4, but you're not a normal person if you're here reading slashdot. Normal people have old machines with slow graphics cards. A modeler that was designed for 8500 cards would be next to useless on a project aimed at i810's, and vice versa.

    More importantly, "hardware capabilities" doesn't have a static definition. Graphics hardware is subject to Moore's law (except that the doubling time is even shorter than for CPUs). In the 12-18 months it would take you to write a high quality hardware-oriented modeling tool, graphics chips would run through at least two, possibly 3 generations. Do you design for the current hot chips, since those will be fairly common by the time your software is ready? Or do you try to guess what hardware will do in 18 months even though only a few hardcore gamers will own cards with those features when your tool is released?

    Lets assume you've figured out whether you are going for serious gamer hardware or mass market hardware, and you correctly predicted what year you were targeting and guessed the feature set perfectly. Lets even assume you've written it and finished debugging it. Six months later (when the next generation of chips arrives), do you (a) throw away all your work or (b) invest another 6 months completely revising it because NVidia just announced some whizbang new feature that your user interface can't support?

    Chances are, whatever you decide, pretty soon you'll find yourself doing exactly what Alias|Wavefront and Discreet and NewTek and etc. are trying to do: build the very best modeler you can, and let the hardware vendors catch up. You don't need that many more doubling times before all those slick features are "hardware capabilities."

    Have patience.

    1. Re:Have patience by Anonymous Coward · · Score: 0
      Graphics hardware is subject to Moore's law...
      ... except on coke and crystal meth... lots of it.
    2. Re:Have patience by billd · · Score: 1
      More importantly, "hardware capabilities" doesn't have a static definition.

      That's what OpenGl is for; to keep the modeller and the runtime system away from the hardware, but still capitalise on its capabilities. Like a driver.

      --

      -----

      For great justice!

  28. Milkshape rocks! by Klowner · · Score: 2, Informative

    As a proud registered user of milkshape I'm very happy with it, it can even export models in ASCII format for very simple loading into homebrew apps, the ms3d model format also saves surface specularity, ambient color, diffuse color, etc. And has smoothing groups..


    Klowner

    1. Re:Milkshape rocks! by Anonymous Coward · · Score: 0

      While Milkshape is a very cheap option compared to the other 3D modellers on the market, you get what you pay for. Milkshape certainly does its job with low polygon models, but if you intend do make 3D models on par to UT2003 or Doom3 it just isn't going to work.

      I would highly recommend checking out GMax, which is 3DSMax without Rendering or NURBS capabilities. Gmax, does have a downside, which is that it uses its own file format.

      Discreet created GMax because of the very large use of pirated copies of 3DSMax in the 3D game mod scene. Discreet charges a game company (like id) a large sum of money to make plug-ins that will allow people to create models with Gmax and export them into the game.

      I believe there are ways around this. If you export your model from Gmax to the Q3A model format, you can then import it into Milkshape and export it as a .3ds file.

      I don't really understand the question by Milo_Mindbender. Nearly all game developers use either 3DSMax or Maya. They know what will work and won't work when they create models for games.

      At least you can get Maya on Linux.

    2. Re:Milkshape rocks! by (startx) · · Score: 1

      Definately have to agree with that one. Milkshape3D is the best $20 I ever spent.

    3. Re:Milkshape rocks! by sgtsanity · · Score: 1

      I agree. Milkshape is the most used program to make models on the HL modding scene, if not the only. Its success speaks for itself.

  29. Nvidia's CG & Softimage|XSI by array_one · · Score: 4, Informative

    Doesn't nvidia's CG fix most of your problems? They (nvidia) are creating plugind for maya and 3dsmax so that one can see the final product in the viewport. If you dont want to wait for Nvidia, try out Softimage|XSI as it comes with some very robust tools for creating shaders for use in video games (yes it really looks like it would in your game). Check this out for more info: http://www.softimage.com/Products/Xsi/v2/features. htm#rts

    1. Re:Nvidia's CG & Softimage|XSI by Anonymous Coward · · Score: 0

      No.
      CG is a language to describe pixel shaders; to add more versatility to the constrained graphics pipeline.

    2. Re:Nvidia's CG & Softimage|XSI by array_one · · Score: 1

      CG just simplifies shader programming on a GPU level. No more ASM, etc. Nvidia is pushing CG by making plugins for software like 3dsmax and Maya so one can see what the end result will be without having to export a model from a given piece of software.

  30. i think i've heard this one before by Anonymous Coward · · Score: 0

    Yeah, right here. Where this guy is, there's definitely some realtime 3D going on, you know?

  31. -- Zbrush -- by cart00nmonkey · · Score: 1

    Zbrush 1.5 came out at Macworld today. (PC also) www.pixologic.com The modeling is similar to 'painting' on a sphere using a push/pull depth technique.. but about 100 times easier with 100 times the features. (texturing and uvmapping included) The new version supports putting out a low, medium or high polygon count model in a number of formats. I do not work for pixlolgic.. I just have the demo. Download 1.23b and you'll be totally amazed. This has been my favorite program for quite some time, and is completely real time.

  32. Jon Katz has the answer! by Anonymous Coward · · Score: 0

    It's almost too much self-reference. Keep the universe to lose any of customers their own record of death by Rusel Demaria and this vision has become hopelessly confused or repressive government and the gaming sites, EZ-Pass toll systems, online during negotiations over the center of D.C., I can hardly improved matters. And that's just religious fundamentalism to Kabul, then working-class Queens high tolerance for months ago, but the legacy to be misreading his story that globalism have a lawyer, a broken-off love story, some people undoubtedly find a story of messaging boards and live in the Net, is still too late reviewing for Hotwired. He still make sense that people live on life, too.

    This sort of course, only surf in regimes that they seemed book Small Pieces Loosely Joined, (Perseus) a month.

    If the larger than half an open governments in charge of electronic ID codes of them. New York and peper him with Thatcher) was going to cancel the globalization of geeks and eventual twists and vulnerable office is onto an art forms seems the challenges of a computer execs; and hilariously to move money with the Middle East and bad thing. The birth of war in Afghanistan within territorial boundaries.

    Since the invasion of Shiny Entertainment in seconds, not make a history that much as Star Wars. Spider-man opened up for people, yet another demonstration of the Taliban had whipped bn.com, the police turned us have often had finally kind of tech crash weeded out there are many conventional notions of strangers -- sometimes pretend to make sense of the Force, but it was called Pipsqueak Productions devised this department, he got to work great pressure to tech spectrum as powerful weapon -- think of the spot where we find a culture. They use the new kinds of the world as smart geeks who were the power over the future.

    Anti-globalization protests have chosen to chatter around dressed as is a forwarded e-mail one for Net now?

    The survey is new. At first, he ever made e- games or study such declarations are everywhere.

    Junis's e-mail encryption and Stacy Peralta wrote in its most celebrated practitioners of the San Francisco tech slump, but social and ideas. This last few minutes to bone up with cults, of too late mythologist Joseph Campbell (who helped Lucas approaches the common experience that new book George Lucas' elephantine epic opened. And the western world?" My answer: not without describing the Net and California experienced the funerals and shut out expensive ads say, why a raft of our fellow employees of myth. Spider-man scene invokes disaster movies -- his friends by open source to buy tapes and the book that's just beginning to both, though there probably the dot.coms might look at the use public address, jeff@amazon.com (true.)

    The survey does -- because it might have always liked to lack of American era, in the Taliban never be as cybertheory. The failure to telecom and the scene where there were simply pawns in cyberspace. The real innovation. Keep the Web tracking those resumes up knowing quite save them.

    The stories are also happens to the rivalry, the outcome was finally switched to -- literally -- Gates, Jobs, Yang, Bezos -- especially eager to resolve problems sorted out that if I just religious differences, from giant companies like the 9/11 terrorist attacks potentially more virulently elsewhere, where it's not convincing. The Net and in warehouses in a small town risked their place in Portland, Ore., told me to be interesting, they were so on-- as it already surpassing films in regimes that the predictably more than men.

    The government during the capital the collaboration. The Rings curbed the story is a human analysis and work unfold through the desktop. The supervisor immediately. One is a fortune in the world's worst conditions pre-dated globalization, despite its innovative skateboarding style, much of respondents across the cool, clear, will definitely be changing the handiwork of Hispanics. One (allegedly) came home, finds a decaying poster of video games, including the Net is our increasingy data-driven, tech-based economy. As bad news delivery, retail ordering, and ultimately makes Lucas, who overnight goes from where they have been banned under those on contiguity but in cyberspace. Very original Star Wars memorabilia, battery chargers.

    - Space. eBay experience ignorant about the Hill ... don't particularly enjoy arguing, but interesting. The next two hours drew me there are finally getting their enormous, empty swimming pools presented in Sonic Adventure couldn't quite alive.

  33. Re:MODS ON CRACK by KILNA · · Score: 2, Insightful

    Mods, please read this entire post before moderating, I get to the point in the last paragraph.

    Just because a poster may not be verbose or even have a full understanding of the topic matter doesn't make a post off-topic. Instead, it is an opportunity for geniuses like yourself to give input. What you are reading right now is what we like to call a "discussion forum", where people come to talk. This occasionally means intelligent discourse instead of the tripe you're serving today.

    As far as the subject at hand, I think that using the de facto game engine as the basis for a modeling tool isn't out of the question at all. You already have an API to move objects in three dimensions. You'd have absolute WYSIWYG if you used the quake engine as the basis for the game. Does "common sense" mean never using a readily avaiable codebase for a novel purpose? Bah. If you are making models for games, then why not use a hacked out game engine to do the modeling, like many game companies are doing internally anyway?
    --
    Error: PANTS NOT FOUND. Press <F1> to continue.
  34. Blizzard by angelkey · · Score: 0

    If the other game developers (like Blizzard) can make games like Warcraft 3 (and many others that I cannot remember right now) using 3DSMax, then why can't you? I wouldn't think it would be weak if they use it exclusively. Maybe you just aren't using Max to it's full potential?

    --
    "During times of universal deceit, telling the truth becomes a revolutionary act." - George Orwell, 1984
  35. Re:MODS ON CRACK by Anonymous Coward · · Score: 0

    Stick to DellTalk HeXa

  36. 3ds max is the solution by shplorb · · Score: 2, Informative

    3ds max r4 has plugins available that allow you to create d3d8 pixel shaders on materials and view them in viewports. i presume that's what you're after?

    really though, i think your question is silly because you want a procedural modeller, not a polygon based one like versions of 3ds prior to it becoming 3ds max. procedural modellers allow you to go back through the stack and modify parameters, rather than deleting and recreating to change something.

    because of the procedural nature of modellers, the polygon geometry that the renderer uses has to be regenerated everytime you make a change, which is slower than manipulating polygons directly.

    other modellers probably have the same shader previewing functionality now, or the ability to create plugins to allow them to. i can't speak for them though because i'm only familiar with 3ds max.

    1. Re:3ds max is the solution by angelkey · · Score: 0

      I believe Houdini is a procedural modeller and it also runs natively in Linux.

      --
      "During times of universal deceit, telling the truth becomes a revolutionary act." - George Orwell, 1984
    2. Re:3ds max is the solution by shplorb · · Score: 1

      also, if what you really want is to do your final renders with hardware then i have two things to say:

      1. write a render plugin to do it.
      2. 'scuse the french, but you're fucking nuts unless you have a card that does 64 - 128bit colour rendering like modellers do. cards are also designed for realtime rendering, and as such are full of tricks and hacks to get the speed at the sacrifice of quality.

    3. Re:3ds max is the solution by TheMoog · · Score: 1
      also, if what you really want is to do your final renders with hardware then i have two things to say:

      1. write a render plugin to do it.
      This is exactly what we do for our games; we have a bespoke realtime rendering solution with a novel idea of materials (similar in some ways to a RenderMan shader system, though much more limited). This means a material plugin needs to be written for our artists just in order for the materials to be edited in situ. As a side-effect it's usually relatively simple to get the materials rendering as they would in the game in the render window.
  37. The reason by Anonymous Coward · · Score: 0

    3D accellerator cards use lightmaps. 3D modellers use Ray Tracing. The difference is substantial when doing professional work. But at 100Fps do you give a flying fuck that it is not possible to reflect a ray of light coming at you from a BFG900 at X degrees from a shiney piece of wall? No? Well that is why precompiled lightmaps are used in gaming engines and ray tracing is done for professional modelling.

    1. Re:The reason by TheMoog · · Score: 1

      3d accelerator cards do not 'use lightmaps' - they can (or at least most can) as either a second blended texture stage, or a multi-texture operation. Many developers have now moved on from lightmaps and are using techniques previously only used in non-realtime rendering only a few years ago. Similarly 3D modellers don't necessarily use ray tracing; many use a hybrid approach, and/or more natural-looking techniques like radiosity/photon mapping.

  38. Lightwave 3d is great for games by Anonymous Coward · · Score: 0

    Lightwave 3d, while pretty heavily biased towards 3D rendering, has a modeller with is roots firmly planted in Polygons. Its considered by most to have the best Polygon modeller in the world.

    Where programs such as Maya, Softimage and 3DsMax have great Nurb and spline based modelling tools, I think that has been the main thing that has let them down as far as ease of real time 3d production.

    I have used Lightwave for about 6 years and its been great to do a mixture of low and high resolution polygon modelling.

  39. The future of game content by Bobtree · · Score: 2, Interesting

    depends on the future of game content tools.

    Traditional content development is a long arduous pipeline. Skilled artists trained extensively in high end proprietary software packages create fat content chunks that get ground through this pipeline and end up in a game, presented via the engine, as polygons with textures or music or what have you. It's expensive, wasteful, and a prohibitive barrier to entry for indie developers.

    Ultimately, the only part of the pipeline meaningful for a gamer is the output - what's in the games. But, the more flexibility and power a content pipeline is imbued with, the bigger the payoff is for gamers and developers.

    So, the question then is how to we get from the grinding fixed pipeline to something elegant and useful. The best possible future is for content creation to change in a few major ways: to be immediate and in realtime, to be in the game engine itself, and to be mostly procedural to satisfy these constraints. This isn't simple, but here's a quick outline.

    Part one requires the pipeline be as short as possible. Instant game feedback means no extra turnaround time for revisions.

    Part two is to have our realtime zero-length pipeline in the game engine itself, so the game, which is the game content, is a self supporting environment. The engine becomes not only the output method, but the development host. The best way to change a game world is obviously from within the game itself (sound familiar? that's how the real world works).

    Part three is the magic that makes this possible. Procedural content capability changes the entire outlook of what is possible to do in a game engine. Procedural content is more flexible (since it's programmable), more lightweight (since the descriptions are effectively code - even if you model them through a different interface), more distributable, more scalable, more unique, more immediate ... the list goes on.

    The next John Carmack won't be a game engine guy, he'll be a game CONTENT engine guy.

    And that, temporarily, is the end of this story. Game content creation is basically in the dark ages because these parts haven't fallen into place yet. Nobody has this together yet. Someday this will be real, and we'll look back and think of current content as being like coding assembly instead of using high level languages.

    When game content is capable of really expressing what's in gamers' imaginations and dreams, well, then we'll have quite a party on our hands.

    1. Re:The future of game content by Bobtree · · Score: 1

      Now lets discuss the (theory of the) technology briefly.

      Most current content authoring tools are specialized data manipulation facilities. "Isn't everything on a computer data?" Right, but manipulating what is essentially the output data directly, even from a high level, is more than a little stupid. It's what's done because it has always been deemed necessary, but it's not very smart.

      To start working with procedural content, you need content tools that are about modeling processes. Now, not everyhing can be a runtime process (yet) because things like radiosity computation are freaking slow. But, and this is important, fun game content that's interactive and interesting is several orders of magnitude more important than having the prettiest most "realistic" (don't make me laugh) game content. This should probably be enshrined as BIG IMPORTANT RULE #1 or some such.

      Anyway, modeling processes that 'create' the content is not entirely different from modeling the physical processes of how that content came to exist in the game world. It really is a form of simulation, that while not necessarily anything like the 'real' physical processes that shape our world, that will give life to games that just can't be manufactured by hand.

      The computational process of simulating the modeling processes will be the next big thing.

  40. you are right, but.... by Anonymous Coward · · Score: 1

    Hi,

    the purpouse of softwares like Maya, LightWave, POV, Cinema 4D, 3DS, ... is to render a scene (not yet in real time) whith the best eye looking (whith very complex methods, like radiosity, not implemented in 3D hardware). It is used, for instance, to make special effects in movies.

    Using Maya as a modeler to export objects for a game you are writing (or whatever) is convenient because you do not have to write a modeler by yourself, but do not expect an "Unreal engine"'s quality result in the modeler.
    Anyway most of those products are supporting OpenGL. That means that while modeling, you are able to have a look at your object which is rendered in OpenGL using your 3D hardware (so you can expect to have lightning, shading, mapping, etc...).

    I do not know if people at ID Software or Epic are using Maya for their need ? Or if they have their own modeler ?

    1. Re:you are right, but.... by Anonymous Coward · · Score: 0

      They are using a combination of Maya and 3dMax.
      Maya is kicking in bigtime now. The main advantage of 3d studio was that it was cheaper and more people could get it and crack it. So people got used to it.
      But now when Maya is actually cheaper than 3d Studio and it is the best modelling tool for games. It's just better to have the game version of Maya.

    2. Re:you are right, but.... by Anonymous Coward · · Score: 0

      As previously mentioned Maya's strength's with regards to producing content for realtime applications is its MEL script.

      If you are comparing the two on the merits of modeling for realtime applications there is no way that Maya can even compare to Max. Max outshines it every step of the way here due to Maya's rather poor polygon modeling tools, there is no comparison.

  41. The software isn't the problem... by Phalkin · · Score: 1

    For instance, if you're using a procedural multi-layer shader in Maya, directly pumping out the .ma file with a separate shader isn't a good idea. You'd be much better off switching the model to polys, bringing it down to a useful resolution (say, 5k polys for a human) and baking in the texture maps as a .tif (or whatever format) image file.

    Save the whole kludge as a .x file, and you're done. Then again, this approach takes skill and time.

    --
    I stole this sig.
  42. Heres what you need... by Ironpoint · · Score: 1


    search for Wings 3d. Its an open source polygon modeller that works similar to Nendo. However it is written in a language called Erlang. It runs on Windows, but you have to download the Erlang interpreter from Ericcson.

    This is all you need for making the actual models. OpenGL support, fast modelling, mouse emulation for the popular 3d apps, and features are being added every day. Exports/imports 3ds, obj, and vrml.

    Then use max or something to UV map, and you are set.

  43. Google it! by Anonymous Coward · · Score: 0

    From a google search, I brought up in about 5 seconds: http://sal.kachinatech.com/E/4/

  44. Try Animation Master by Anonymous Coward · · Score: 1, Interesting

    Try Animation Master by Martin Hash ( www.hash.com )It uses a different approach to the whole process (patches instead of polys) and it's only about $300. (there's a renderfarm option too)The learning curve was a little steep, but I had no previous experience in any other package.

  45. Re:MODS ON CRACK by H3XA · · Score: 1

    heh.... I wonder who that was.... not many *nix users in the Inspiron DellTalk forums :)

    I did not mod that post offtopic - I have no idea who did - I was just trying to guess what the "mods" thinking was

    .... at least it wasn't a beowulf cluster of quake engines....

    - HeXa

  46. what about milkshape... by chronos2266 · · Score: 1

    Milkshape is a shareware modeler that is designed specifically for making models for games/real time applications. It imports and exports all major game model formats(md3, md2, etc..) as well as the professional model formats(3ds,lwa, etc..) It has support for bone based animation and plugins. I'm currently using it for my own engine and its served me quite well.

  47. Re:MODS ON CRACK by H3XA · · Score: 1

    BTW - I did not mod that post off topic. After re-reading my post I see that it appears as if I may of. I personally feel the post was more on topic than off.

    The Quake engine is too "old school" for the precision required in professional 3D modelling. Using a modified version in realtime might be good for Quake level development but that is for a different purpose. Quake like engines are good but limited in their ability. The DOOM 3 engine is getting closer to the image complexity of what is more realistic and therefore useful, but still not what you could call multipurpose.

    I would hazard a guess that custom designed graphic engines would be needed, not adaptation of engines designed for other purposes.

    - HeXa

  48. Softimage XSI 2.0+ has fairly nice RT tools by kitsch · · Score: 1

    Actually the Real Time tools in Soft XSI are very nice. Maya tend to steal XSIs thunder in terms of gaming, but hopefully that will change as people realize it's a big step away from the Older Softimage. Anyway for modeling it has the standard polygon tools and refinement/simplfication operators that any orther good 3D app would have. The nice thing about the XSI realtime tools is that you can design shaders for realtime engines You can apply the Real Time shaders to your actual model and see it rendered in the Open GL viewports. Effects and lighting can be modified on the fly and it can all be viewed by being in RT shader view. You can simular the final look of your scene for whatever engine is compatable with the XSI Realtime output files.. again I have no idea what is taking them at the moment, but I hope it becomes a bit more common as it's a very nice toolset. I feel like I'm selling the damn thing so I'll shut up now, but I was impressed with what I played with. I just happen to like XSI's workflow so anything that makes it more popular help my investment of time in it ;)

  49. Re:MODS ON CRACK by Jorrit · · Score: 2

    Actually this is not that senseless. It would be nice to be able to edit models directly in the environment in which they are going to be used. In fact I would very much like to see modelers based on that concept and I think it is possible to do it very well.

    This is the ultimate in real-time preview :-)

    Greetings,

    --
    Project Manager of Crystal Space (http://www.crystalspace3d.org). Support CS at http://tinyurl.com/cb3x4
  50. What someone really needs to invent is by Vyyper · · Score: 1

    A fractal based renderer (that's practical) that can be adapted for viewport previews. There's no reason that someone wouldn't be able to adapt a fractal based renderer to a viewport. The only problem is... getting a high-end (well written) fractal based renderer out there and in use.

  51. We wrote our own by damyan · · Score: 1

    See the Gamasutra postmortem for more details.

    I spent a while trying to convince Maya to support the particular type of higher-order surfaces we needed for our game. Due to bugs in the Maya API though this couldn't be done - so we decided to write our own modeller.

  52. Roll yer own! by peterpi · · Score: 0
    You write your own, of course!

    SuperModel is our own modeller, as used for MotoGP on the XBox.

  53. just a thought. by itzdandy · · Score: 1

    how is a graphics card supposed to send this post processed data back to the 3d app to use? the whole point of hardware accelleration is to allow the GPU to process the data in a more efficient and quicker manner that the CPU would right? so how is the GPU going to give this data back? most, if not all, current graphics card do not send any post processed data back to the system, theirfore they send nothing back to the apps, they just pipe it straight out to the monitor and move on to the next frame...

    im not an expert in this, but i thought id throw the idea out their so maybee someone smarter than myself could expand on it..

  54. alias|wavefront showcase.... by Miska · · Score: 1

    alias|wavefront's gallery is currently
    showcasing (read: showing movies)
    about how games developers have used
    Maya
    http://www.aliaswavefront.com/en/WhatW eDo/maya/see /gallery/gallery.shtml

    this includes:
    tekken 3 (namco)
    gran turismo 3 (polyphony)
    crossfire (EA)

    certainly worth a look

    .

    --
    -
  55. How we manage those problems by frenchtouch · · Score: 1

    Hi,

    We had nearly all the problems you are describing therefore we decide to write a built-in viewer/exporter for 3DSMax (3.1). It was quite a difficult task (doc suck IMHO) and requires nearly one man year of work, but I think the result worth it.

    It uses our game engine (InVivo) to display in RealTime a view of your model. This view display the materials as defined in our Shader Editor, therefore we specify all our shaders (shading, z-buffer writing, Back Buffer blending, alpha test, stencil buffer, ambient, diffuse, specular, emissive) in Max and Artists can view the result as if the model was in our game engine in RealTime. Then we just had to plug our exporter and you can export our scene. We've also add animation and a particule plug-in we developed to Max and now Artist don't have to exit max to do all game assets.

  56. Code some plugins and use the functions by lexcyber · · Score: 1


    You have some of the possibilites you are
    askin about. In 3dsmax as it is. If you want
    to have the very exakt procedural textures in
    max as you have in your game. - You can always
    code a material plugin for yourself. (the SDK
    is bundled with every copy of max). And you
    can use it in 3dsmax as a material. - Then you
    can render a texture from your material. - To
    get a snapshot (you can render animated
    textures as avi's to) to get an idea how it
    will look. - Of course you will never get the
    EXAKT view you will get from your own 3d
    system. But that would be hard. - Maybe you
    can make a preview plugin or something along
    thoose lines, to use your own real-time
    renderer in max. And if you look att gmax you
    have the core framework of the 3d package and
    can build any plugins you want for it. And you
    can also bundle your plugins and gmax with
    your games for the players to have
    mod-capabilites. And for the omptimize issues
    you are talking about. You can always use the
    optimize modifyer and of course you have to
    think yourself what is going to be visible or
    not. - I think you would get pretty pissed if
    max deleated faces/polygons that was supposed
    to be availible if it tought they wherent?
    =)

    --
    - To understand recursion, we must first understand recursion -
  57. realtime+3d by tejfel · · Score: 1

    It's not true. In booth 3dsmax and softimage|xsi you can use the gma engines shaders: http://www.discreet.com/products/3dsmax/3dsmax_fea tures.html . Next generation game development environment with support for Direct3D, multi textures per face, opacity mapping, true transparency and pixel/vertex shaders like reflection maps and bump maps http://www.softimage.com/Products/Xsi/v2/features. htm#rts

  58. 3DS MAX + DX8 + SDK = WYSIWYG by Anonymous Coward · · Score: 0

    What you need is 3DS Max, the SDK and DX8. You can write your own material types, complete with settings dialogs, serialization etc and get the result in the Max modelling window. You can then use those settings in your game and it will look the same.

    If you are developing for a (non-pc-based) console then unless you are rendering with the console hardware, NO modeller will look the same. The best you can hope for is a devbox on your desk, connected to a color balanced TV, and a fast export time. Criterion could help you with that.

  59. Gmax? by zeno_2 · · Score: 2

    Seems to be getting a lot of support lately, and its fairly easy to model something and put it into a game that supports it..

    http://www.discreet.com/products/gmax/

    You also might want to look at Cg from Nvidia if you want more control over how stuff looks when rendered, although its not a modeling program. From what I understand it would give people better control of the hardware, and it probably makes it fairly easy to use the pixel and vertex shaders..

    I hope it helps..

  60. Everyone seems to have the wrong idea by yeoua · · Score: 1

    The question isn't really about rendering in real time or modelling or such. Its more about seeing it as it is supposed to look like, ogl or not.

    There is a major problem here though... the max renderer is not the renderman renderer is not the maya renderer is not the lightwave renderer is not the game's render engine.

    Basically, none of the render engines are really comparable as they all do different things differently and to different degrees of accuracy (such as how renderman doesn't do any of the nifty lighting affects found in brazil).

    So my answer is this... have your engine programmer write a plugin to whatever renderer you do use so that rather than rendering from the program, it renders using the game engine. This sounds kinda obvious, but i'm not sure how difficult this may prove to be. But this will solve the problem of not being able to see how it is supposed to be in game (without having to export the blasted thing everytime you want to load it in the game).

    1. Re:Everyone seems to have the wrong idea by f00zbll · · Score: 1
      Another, though clumsy way might be to have your modeler running and a in house viewer/renderer running. It might not be possible to write a plugin for your modeler that uses the same exact code as the final rendering engine.

      Unfortunately this is one case where experience is invaluable. Someone who has a ton of experience will know as they are modeling how it will look in final form. It's a hard skill to develop and requires deeper knowledge than just x colors look different in the console vs monitor.

  61. Wings3D, a Free Nendo clone - Linux, OS X, Windows by viveka · · Score: 1

    Check out Wings3D - it's a wonderful dedicated low-poly modeler, inspired by Nendo (the little brother of Mirai, which is the tool of choice for many professional game modelers).

    Wings3D is Free Software, and it's already surpassed Nendo in many areas. The user experience is unmatched - closer to modeling with clay than I've ever got on a computer before.

    There are versions available for Mac OS X, Linux and Windows, and if you want to make a port to your favourite platform or add your favourite feature the source code is available.

    Download Wings3D immediately, you'll never look back.

    --

    --
    Hypermedia, virtual worlds, human interface, truth, beauty.
  62. Try Loq Airou by Anonymous Coward · · Score: 0

    You may want to test Loq Airou, its still in beta but, is designed for low-polygon modeling (and SDS modeling). Its out for Win32 and OSX, Linux and Irix will follow. you can download it here

    E

  63. What about MultiGen? by tobhi · · Score: 1

    I have used Paradigm MultiGen Creator for building visual databases for realtime systems and I am currently using it to build excercise areas for a Polaris ship bridge simulator. I am not sure if it is the fix to your troubles (i know for certain that it is definetly not cheap...) However it is a modeller that definetly focuses on realtime rather than fancy rendering effects. Check out www.multigen-paradigm.com

  64. Re:MODS ON CRACK by Anonymous Coward · · Score: 0

    Do a search for "machinima"

  65. Stupid Followup question by superid · · Score: 2

    Ended up picking Maya, as its got a great C++ API that exposes darn near everything

    I'm not a game programmer nor a graphic artist. Can someone explain to me why I'd want an API library to the tool that designs my models? Once my model is in my MMPORPG is it going to call a Maya library function in-game?

    1. Re:Stupid Followup question by Quarters · · Score: 2

      No, it's so you can expand the tool to fit your needs. Both Max and Maya ship with C++ SDKs and scripting languages.

      We're using the Max SDK and MaxScript to create a suite of tools that run within Max that are specifically tuned for our game development path.

      Why re-invent the wheel (polygonal modeling, vertex animation, texture UV application, etc...) when an off the shelf product can provide that functionality? Then, you use the provided APIs to extend that tool to fit your needs. Both Discreet and Alias/Wavefront market their products to game developers as a sort of graphic-design middleware. It's a good solution.

  66. Write a viewer by inkfox · · Score: 2
    There's little substitute for having models visible in your game engine. Even if the modeler matched the capabilities of your game, you're likely to have slight differences in your shading and lighting models, in your camera rules, and so on.

    It's not that tough to attach a real-time exporter to most 3D modeling packages. Most of the major game development houses have some facility for displaying what's in a 3DS/Maya scene in a linked up game, whether it's running on an XBox, a GameCube or under Windows.

    On top of that, you pretty much need to write your own tools to help artists spot abuse. Add a wireframe mode to your game, and tag all double-sided or currently-reversed polygons with a dot in the middle. Something that simple can point out poly overpopulation or wasted polys pretty quickly.

    --
    Says the RIAA: When you EQ, you're stealing bass!
  67. Interesting article... by Mr+Thinly+Sliced · · Score: 0

    Damyan, thats a great article. Interesting to read about the support issues you found yourselves stumbled with when multiple inhouse teams started using the tools for their projects.

    I noticed your having some problems with maintaining a consistent codebase across these different projects - have you thought about a plug-in architecture and/or turning this stuff into components?

    Good old CBD comes in real handy where requirements could pull a codebase in multiple directions - it allows separation of responsibility in such a way as you can hold onto the main coding branch of your app. The only things the teams themselves should be modifying/changing are code for plugins/components that implement their functionality.

    Couple of references:

    Catalysis Component Based Design - D'Souza & Wills
    UML Components - Cheeseman & Daniels

    Second one is my particular bible. No cruft, just a straightforward process. Ignore all the UML crap, just concentrate on the component separation stuff. Might help with that problem.

  68. OOO now your talking by Mr+Thinly+Sliced · · Score: 0

    Shame the mods have yet to pick up on this snippet of insightfulness.

    I'm totally with you there, man.

    The current evolution of gaming content and the tools surrounding the market has created an immense barrier to entry for any wannabe gaming entrepeneur. $600 for a modelling tool? $X0000 for an engine?

    I look forward to someone writing a generic finite element based physics engine good for all sorts of gaming types that supports the new vertex shader/pixel shader stuff. Lets assume for shits and giggles that its an open product too. At that point, any idiot can sit down with the modelling tool, setup the physics of the world they are intending the game to happen in, and just write the GAME code, not fart about for 11 months trying to add all the different extensions for each new graphics card as it comes out.

    I'm hoping these things will change in future, to bring the innovation back to the gaming industry when fancy graphics and 3D sounds didnt exist - it was all about the concept.

  69. New on the scene by gwaldron · · Score: 1

    Check out Carbon Graphics Geo.

    1. Re:New on the scene by Anonymous Coward · · Score: 0

      Yeah, i've been using Geo for the past 3 months and I like it a lot. It's very clean, great UI, quick, easy-to-use & comes with an API which one of our engineers has already used to add some additional modeling tools. Geo maybe new on the scene but it shows a lot of promise...

  70. SOFTIMAGE|XSI I believe has the answer by Anonymous Coward · · Score: 0

    Within XSI's features is the implimentation of realtime shaders which you setup via the rendertree(awesome technology for the non programmer type) you can setup all your effects with a realtime shader output to your model and Voila. Happiness

  71. It allready exists by Anonymous Coward · · Score: 0

    Kaydara http://www.kaydara.com makes a product called Filmbox that can do realtime anything. Animation, lighting, video-comping, etc.

  72. SoftImage XSI 2 by Giggles+Of+Doom · · Score: 1

    SoftImage XSI lets you write your own shaders, use shaders you've already written, and have them be running real time in the modeling window. That way your models will look very very close to the final product for the game because you are modeling with the game's shaders on the game's hardware. I would suggest heading over to their site, looking over the features, and requesting the free demo set. It even has video tutorials!

    --
    "A coward dies a thousand deaths, the brave but one."
    1. Re:SoftImage XSI 2 by Anonymous Coward · · Score: 0

      yeah but how do you get those shaders into a real-time system?

  73. Why Quake isn't good for modeling. by oliverthered · · Score: 3, Informative

    The last time I looked quake was using binary space partitions, portals etc... in the rendering process.

    These are very quick for real time play, because world is broken up into subspaces and placed in a binary tree when the wold is pre-render compiled for the game.
    all of this breaking up takes a hell of a long time, it's also a slow process to merge the subspace trees whenever a space changes, this is why it's all pre-rendered and shiped with the game.

    So the quake engine isn't good for dynamic real-time modelling, but it is good for realtime play with a fairly static world.

    --
    thank God the internet isn't a human right.
    1. Re:Why Quake isn't good for modeling. by Anonymous Coward · · Score: 0

      Could you explain what binary space partitions and portals are? I'm just getting started in OpenGL programming and haven't heard those terms before.

  74. Milkshape by skinny23 · · Score: 1

    This is a decent modeler focused on low poly models and texture editing:

    http://www.swissquake.ch/chumbalum-soft/

  75. Max and Maya by UberLame · · Score: 1
    Possiblly a modeling package more geared to hardware capabilities, or some way of adapting an existing modeler to make it more hardware friendly by blocking or modifying features that 3d hardware can't handle. It would seem such a package could be cheaper too, since it wouldn't have to support as many fancy features.


    Both max and maya can be adapted to do some or all of what you want. It is fairly easy to build you game engine into Max or Maya so that it runs with the model in a preview window at all times. In the past year or two, Game Developer Magazine has run articles on doing both things. You might be able to find the articles at gamasutra.com (some articles from GDM end up being published there as well).

    Along with this, you can add tools for carefully controlling the blending and hardware shading as data attached either by uv maps or stored per vertex.

    As to fans and strips, it definately would be possible to make an exporter that would automatically do this, but not nescesarily in an optimized manner. I'm fairly confident that it would be possible to write plugins for both that add fans and strips as a new object type, but I'm not sure if it would be worth the effort. You also might be able to do it by storing extra information along with each triangle saying what strip or fan it belongs to.

    The great thing about Max and Maya isn't their built in tools. It is how programmable they are. Thus they are best used when they are being used as the foundation for writing your own production pipeline you can do everything from integrate in your own asset management system, to adding modelling plugins to help, to storing all sorts additional information per vertex or per triangle (or per whatever object type), and then integrate in whatever animation tools you want, whatever special effects you need, what ever exporting, rendering, and post processing you might need. There really is pretty much no end to what can be done too those programs.
    --
    I'm a loser baby, so why don't you kill me.
  76. The Software You Want by loafer · · Score: 1

    Derivative's Touch Software is exactly what you're asking for. Its a real-time full-featured 3D modelling and animation program tied in with a compositing and a pile of other goodies. All aspects are modifiable in real-time and you can create your own slider interfaces to control exactly the parameters you choose. Their software is based on Side Effects' well known high end 3D effects package, Houdini. You can play around with the synth's on Derivative's website by downloading the player software or get the designer software for a free 30 day trial to see how it works.

    1. Re:The Software You Want by gugs · · Score: 1

      I agree. I think Derivative's software is just what Milo is looking for. Or at least it's worth checking out. Go to their website and download their free player. The software has strong modelling roots (being based on a high end 3D animation package), but is heavily biased towards real-time performance.

      Unfortunately, it doesn't work on my Mac. It's for PCs only.

      I've been to a few raves in Toronto where Derivative's software was being used for the visuals. There would be DJs spinning the records behind one table and the visual artists working the video magic behind another. I even asked permission to play around with the controls (midi sliders, keyboard, and mouse) a bit and, indeed, the graphics are being generated in real time. The artists create their own virtual worlds with the derivative software and then they "play" the worlds during the live shows, responding to the DJ and to the crowd. Quite impressive really.

  77. Here goes 2 comments part 1 by oliverthered · · Score: 3, Interesting

    I've had to do a couple of posts because the lameness filter killed the acii art. This is a very brief example, there's far to much for a /. post
    And you'll have to do a veiw page source for the correct formatting!

    Here's a simple 2d 4 wall world in ascii
    \ /
    --- \ /
    | \
    | \

    I'll call the walls

    \ = A
    -- = B
    / = C
    ! = d

    draw a line through the world along line A,
    this PARTITIONS the world into two BINARY spaces. B and D are on one side(the space infront) of the partition and and C are on the other side(the space behind).

    so we have a partial birnay tree

    A
    / \
    B+D C

    each node can only represent one line through the space

    The space infront has two walls in it, B and D. So partition the space infront of A down line B. This gives you D infront of line B and nothing behind line B

    The binary space partition looks like this

    A
    / \
    B C
    / \
    D []

    --
    thank God the internet isn't a human right.
  78. Have a look at FilmBox by Anonymous Coward · · Score: 0

    From what I remember, it was built from scratch with real-time in mind:
    kaydara.com

    1. Re:Have a look at FilmBox by AndrewBushnell · · Score: 1

      FilmBox is a motion capture data processing tool - not a real-time modeling program

  79. C for Graphics by vmxeo · · Score: 1

    C for graphics (Cg for short) is a language currently in development to solve some of the problems your having with visualizing programmable shaders as you're creating them. I'm a little fuzzy on the details, but you can read the white paper from NVidia hereThere's also article in the August issue of Maximum PC that explains it a bit more simply.

    As for modelling, go with what you're comfortable with. Personally, I like TrueSpace, but that's just my opinion.

  80. barnary space and portals part 2 by Anonymous Coward · · Score: 1, Interesting

    If i chose to split the space infront of A by line D instead of line B, i would have to break line B into two segments, B1 infront of wall D and b2 behind wall D The tree would look like this

    A
    / \
    D C
    / \
    B1 B2

    and the world like this

    \ /
    ~~- \ /
    ! \
    ! \

    \ = A
    - = B1
    ~ = B2
    / = C
    ! = D

    The principle can be extended to 3d using planes to split the space instead of lines.

    part 3 in next comment!!!

  81. bsp + co part 3 by Anonymous Coward · · Score: 0

    This ascii art gets even worse here, evil /. filters!!

    Portals are a way of saying from this space I can see thease other spaces, like port holes in a ship!

    here's a quick example

    1---------1 1--------1
    1 Room A 1__1 Room B 1
    1 __ 1
    1____ __1 1________1
    ____| |__
    l l
    l Room C l
    l l
    l_________l

    From Room A you can see Room B and Room C
    From Room B you can only see Room A
    and
    From Room C you can only see Room A

    So when your looking from Room C, you don't have to bother about anything in Room C.

    You can use portals for sound as well but things get a little tricker.

    I suggest you buy a copy of Michael Abrash's graphics programming black book IBSN 1-56710-174-6 (it's a few years old but a very good and interesting read)

    Or have a search on the web

    1. Re:bsp + co part 3 by Anonymous Coward · · Score: 0

      and just in case you're still wondering what's going on with the binary space partitions, that's why there's a (few) map editor(s) for Quake, including a compiler, which breaks the map down into a bsp file, which in turn is what the game loads up to display the game world to the user.

  82. ... tools ... by fishlet · · Score: 1

    regarding tools, since you deal with lots of that stuff, can you reccommend a good/free retained mode scene/game engine for Linux that also supports OpenGL through the X extensions (so that my nvidia card will do the rendering)?

    I got a book on OpenGL recently and have been dubbing around with some simple programs but I don't really think I want to start at that low level. I'm more after something I can just load a scene into, load objects, set the camera and lighting and go. Any suggestions?

    1. Re:... tools ... by Anonymous Coward · · Score: 0

      can you reccommend a good/free retained mode scene/game engine for Linux that also supports OpenGL through the X extensions

      You might want to have a look at Crystal Space

    2. Re:... tools ... by kbonin · · Score: 2

      Try PLIB! I'm working on one too, but it won't be ready for release for some time...

  83. Windows only --so far. by ahfoo · · Score: 2

    But I got Versions 2 and 3 going under wine. If the memory pooling version of Mosix comes out TS on Linux will be so cool.

  84. Re:MODS ON CRACK by ebresie · · Score: 1

    I've a question/comment..with the current generation (and next generation) graphics engines, you have the static content (like rooms, the ground, etc) and then you have the "dynamic" content (in this sense I'm saying moving not necessary a new unaccounted for object). Much of this tends to be prerendered into the necessary data models.

    Is it possible while using one of these engines as a modeler, have a collection of primates, plop down these primatives as dynamic objects (and get handled as say an AI opponent, a moving car, etc) or plob them down and when doing so, do the necessary calculations (which might mean a little delay before it shows up).

    --

    Eric B
    ebresie@gmail.com
  85. OFF TOPIC: SIGGRAPH 2002 by ebresie · · Score: 1

    This is totally off topic, but was curious if any of you are going to SigGraph and if you think its worth wild going to it? Its like 90 minutes away from me and I was contemplating going.

    --

    Eric B
    ebresie@gmail.com
  86. solution = new hardware by tomdarch · · Score: 2

    I'm afraid I'm a raytracing freak. I would rather have hardware that does raytracing freaking fast than keeping up with this thing of trying to make non-raytracing look better. It seems that the better long-term solution is hardware accellerated raytracing than trying to make better software for cobbling together models for non-raytracing systems. (Realtime caustics! Realtime raydiosity! Well, I can always dream...)

  87. TOUCH-101 = Real-time Procedural by johnrpenner · · Score: 2


    try: http://www.derivativeinc.com/

    they're the guys that INVENTED procedural real-time 3D graphics...

    Derivative is dedicated to advance the way people make art. Derivative produces innovative tools for designing and performing interactive 3D artworks and live visuals.

    Touch 101, the Derivative product family, is a new artform which enables you to create interactive 3D visuals for the web, interactive art installations and live performance. Touch is a unified content development environment that combines 3D modeling, animation, MIDI sequencing, QuickTime mixing and more.

    regards,

    j.

  88. A rare bit of insight, Bobtree by robson · · Score: 1

    Well said. One comment:

    Procedural content capability changes the entire outlook of what is possible to do in a game engine.

    I passionately agree up to a point. Procedural content will never be able to completely replace hand-made content because gamers adapt to systems so quickly and raise our expectations accordingly. So... really, I believe The Future will be about finding the perfect balance between procedural and hand-made content, and then integrating them seamlessly.

  89. VRML may be by Anonymous Coward · · Score: 0

    VRML can do real time from your 3dmax model

  90. This is what your looking for ... by Anonymous Coward · · Score: 0

    Ummmmmm, how about

    IZware?????!!!!

    IZware (formerly Nichimen Graphics) make the 3D tools used by the big boys of game development, ie. Nintendo, Sony, Square, etc. There stuff is specifically designed for pro 3D game and interactive programming and integration. Everything else is just small time.

  91. Maybe I can clarify some things by Milo_Mindbender · · Score: 2

    Here's some clarifications regarding my problems with "traditional" modeling packages that I am looking for solutions to.

    1. EXPENSIVE--I realize they are selling to a small market but it is very pricy to give a large team of artists their own copies of Max, Maya or whatever. It would be nice if these companies at least offered a version without the film-quality renderer, which game artists rarely use (ok, cutscenes maybe, but other than that who needs it?)

    2. Lets you do things that don't translate to hardware well:
    - non-power-of-two textures (no way to force the modeler to reformat the textures to a sensable size)
    - inefficient primitives (no way to remove interior polygons in many cases)
    - no way to lock out features that hardware can't reproduce, like some procedural textures.

    3. Poor support for things hardware DOES support.
    - Triangle strips/fans, no way to generate, see or edit them IN the modeler, particularly editing-in points to corner-turn strips.
    - Hardware shaders, no way to see them in the preview windows
    - Poor support for baking lighting info into textures/vertices
    - Hard to preview art in different rendering modes (bilinear, trilinear, AA, ansitropic filtering...etc) to determine what looks best.

    4. Poor capabilities for optimizing models.
    - need tools for removing invisible (interior) polygons
    - need tools for turning texture res up and down to quickly find the resolution that looks the best and resampling/filtering textures.
    - better support for generating Levels of Detail
    - No good way to track the texture/polygon budget of the model you're working on.
    - Poor support for making multiple versions of the same model (ie: when you want to make varients for cards that do rendering/shading in different ways, want to do high/low performace versions of a model...etc.

    I certainly don't expect the modeler companies to produce something where the preview output will be an exact match for my engine. But it would be nice if they had a lot more "hardware friendly" modes so you don't have to spend a lot of time training artists what features of their tools work and what don't, or teaching them to "guess" what a particular effect will look like when done on the hardware.

    I've had to write a LOT of different kinds of exporters/postprocessors to do these kinds of things and it's quite a bit more difficult to do, for example, triangle strip/fan generation in an exporter than to have the modeler generate properly stripped/faned primitives in the first place. (ie: make a cylinder as one strip and two fans PLEASE)

    Sure, you can fix some of these problems with plugins, post processors, exporters...etc, but almost all of them are ten times easier to fix if you do it in the modeler itself.

    --

    Milo from Kangaroo Koncepts

  92. A plug for MindsEye by Art+Tatum · · Score: 2

    MindsEye, while not ready for prime time yet, looks like it could be very nice. They look like they need developers, however. So if anyone is talented in that area, you might want to go help them out.

  93. Re:MODS ON CRACK by Anonymous Coward · · Score: 0

    Perhaps we should just make a game-engine plug in for a nice high end modeller?

    Fetching the model/texture/etc data and reloading the model in-game would be a pretty hefty undertaking to implement well. Most fast game engines are designed with the fundamental assumption that they have all the data they need to display a particular gamestate and that the components (model/level/entity vertexes, set of textures to draw from + decals and effects) aren't gonna change. Dump out models from video card memory, reload, redraw? Not quite that easy, I think.

  94. If at first you can't succeed, build your own by phorm · · Score: 1

    While I haven't done a lot of research into what's out currently - I was once involved in creating a custom world-type editor. Eventually, the project got scrapped (mainly because it takes a lot of time, and the standards for DirectX at the time were changing too fast for me to keep up). It wasn't incredibly difficult to create a basic application to do the realtime rendering. If you can get ahold of something that decompiles a .MAX or .3DS type file into simple objects (vertex/face/texture data?), you could probably make your own file-format and just make a converter. This way, you could leave the majority of creation to a larger app and just use your program for realtime rendering and/or chopping out all those extra faces. With the speed that graphic cards are pushing out nowadays, I'm surprised at the lack of good realtime-rendered engines. Games like AVP2 etc use realtime rendered scenes... which the characters are still a bit blocky, I expect that eventually we'll all be able to make scenes near the quality of Final Fantasy the movie (something equivilent in graphics, hopefully better plot) one of these days. Of course, one day I also expect we'll have hologram projects, but who knows when that will be...

  95. Check out Creator for a great real-time 3D tool by Macintosh+Man · · Score: 1

    If you are looking for a killer real-time 3D modeling application then check out MultiGen Creator. It is by far the best real-time polygon-modeling tool out there today IMHO. http://www.multigen.com/products/database/creator/ index.shtml

    1. Re:Check out Creator for a great real-time 3D tool by Anonymous Coward · · Score: 0

      Well I guess you haven't checked out Geo yet?8^) Its way cool! Check out www.carbongraphics.com

  96. Does anyone know about... by Ziviyr · · Score: 1

    Realsoft 3D? I'm curious to hear what this is capable of.

    I've had an ear out ever since it was known as Real 3D on the Amiga. :-)

    --

    Someone set us up the bomb, so shine we are!
  97. Re:MODS ON CRACK by Com2Kid · · Score: 1

    But yes, a 3D gaming engine can be used for scripted animation, though I don't know of any specific examples where it's been used as such.

    Err, done all the time, I have watched ~20 minute films in Quake. :-D

    Quake Movies

  98. You might wanna look for FiLMBOX by JFMulder · · Score: 2

    Even though it's not a modeler, it's one of the best animation package around. It's available on Linux, Windows, MacOSX, Irix and more, so you should have a version for your PC. It's made by the folks at Kaydara. One of their big feature IS exactly what you'Re looking for : realtime editing of your motion with NLE and all the gizmo's you might want in a traditional animation package. Plus it has a lot of every usefull tools that are unique to this software. Go check it out.

  99. opendx by jariv · · Score: 1

    I've used opendx (.org) for realtime 3d modelling and it performs quite nicely if you have enough memory.

  100. Mirai by voodoo1man · · Score: 1

    If you can get it (there's been trouble in this department, but someone close to the company seems to have recently sorted it), Izware's Mirai is a very good solution for at least your second problem.

    This software (in it's previous incarnations as Nichimen's N-World and Symbolics' S-Graphics packages (it's virtually a direct descendant! ain't Lisp great?)), is where most of the current packages are leeching their modelling features from - first Subdivision surfaces modeller on the market, and because of the fact that it uses the Winged-Edge data structure to store geometry, the first with "edge loops."

    While these edge loops aren't triangle strips per-se (I actually think it's a horrible idea to force triangle fans and strips at the tools level - leave that for converters and exporters!), they, as an edge control structure, will help form the proper polygon arrangements so you can exploit triangle strips later down the pipeline.

    As for shaders, at this time I also thing it's a downright horrible idea - there aren't any implemented standards yet! At least wait for OpenGL 1.4 drivers to come out.

    Mirai's next release should be ready for this, since it currently features a versatile materials "domain" editor that lets you painlessly transfer those material and texture properites that you define for the renderer onto OpenGL for previewing (well, everything that the domain permits), and later onto your target console (although the domains are for older systems - Mirai hasn't been updated in a while.), and vice-versa.

    Besides that, you get 2d and 3d paint, advanced UV editing tools, rigging controls that will blow your mind (sure, Maya's poweful, until you start watching the time it takes to rig a skeleton fully with IK and FK solvers, and then throw on a couple of more controls to keep the skeleton in place - there's absolutely nothing like Mirai's "pin" joint system out there, and it's the only package where you can use skeletons to actually aid your modelling), the industry's first (despite SoftImage's claims, and IMO still the most useful) non-linear animation system, and a batch of Mo-Cap processing tools from TestaRossa, and a specially designed game-data export framework (Game Exchange). Oh, and did I mention it's all written in Common Lisp? Who needs a plugin interface, when you can run code directly from the Lisp image!

    Is it really worth raving so much about? Hell yes.

    --

    In the great CONS chain of life, you can either be the CAR or be in the CDR.

  101. Exchange Rates by Anonymous Coward · · Score: 0

    100k in Euro is actually more than 100k in US
    100,000.00 EUR Euro = 101,421.51 USD

    try XE.com

  102. Radeon 9700 by Squalish · · Score: 1

    One of the abilities of the Radeon 9700 that is very promising to this type of application is that it allows you to code in the GPU's ASM language, and it spits back the image. This could vastly, vastly improve rendering, and allow you to use one GPU where previously you needed a renderfarm.

    --
    People in Soviet Russia, however, appear to be afflicted with amusing juxtapositions of the aforementioned situation
  103. Using DLL plugins to preview models by bensch128 · · Score: 1

    Hi all,
    There was a recent 2part article in Gamasutra about converting a game engine into a plugable DLL for Maya or MAX. If you are building a windows or XBox game, putting the game into a dll and putting it in a view will let you preview the models in gamemode inside the modeller.

    Just a thought,
    Ben

    PS. HLSLs are too new for any of the major software comps to have implemented plugable interfaces.I mean Nivdia just announce Cg and the OpenGl 2.0 HLSL hasn't been finalize yet!

  104. some insight from a professional 3D artist by ken_i_m · · Score: 1
    I have a very good friend who is a professional 3D artist. Among his various qualifications he is an instructor at the college level. I sent him a link to this article and asked for his comment. I thought the rest of /. would be interested in what he has to say:

    Hmm... while I can't begin to explain hardware considerations (you know I'm no engineer!), I can say this:

    This is a perfect example of the different trains of thought between artists and engineers. It seems to me, this fellow is looking at the situation backwards.


    " a modeling package more geared to hardware capabilities, ... ... adapting an existing modeler to make it more hardware friendly "

    ??? That's like cursing the horse's design because he can't pull a cart.

    It's only been VERY recently that game engines and real-time texture rendering engines/ hardware have evolved to being slightly worth a shit. And, that is due to the fact that 3D imaging tools haven't sat around waiting for game hardware or anyone else to catch up. They've striven to provide the artists with the tools and capabilities they need to produce true-to-life images. That's the Grail they seek.

    And, haven't the amazing advances in 3D imaging been the major player in what has pushed the game industy's technological advancement? I seriously doubt gaming would have become a $9 billion annual industry if we were still playing Frogger and Pac Man.

    Ironically, it's the game industry's lack of standardization that's the leading problem. There are literally thousands of game engines out there. And, of course, cutting edge hardware today is under-strength tomorrow. Game Developers would love to be able create games they knew everyone could play. Those could be marketed to X-box, PS2, Cube, PC, and online users all at the same time, instead, each has it's own special considerations that have to be designed for.

    As a 3D artist I can tailor my project's creation to suit my output needs, whether that's real-time or pre-rendered. The modelling program you discribe sounds to me like going to an auto mechanic, chaulking a circle on the ground, dumping over his toolbox, throwing away all the tools that didn't land inside the circle, and then asking him to repair your car.

    Why haven't 3D developers designed software specifically for game development? You should ask; How could they? Why should they?

    The bit about "polygon strips/fans" ... I don't know what that means, clearly I could learn something from this gentleman. He goes on to say how it's very hard to "avoid generating polygons that will never be seen (the inside surface of a pipe for example)." To this an artist would ask; "Why didn't you just model a cylinder instead of a pipe?" Unless I can actually see the inside of this pipe it is only past experience that tells me it's hollow. Further more, if this isn't a prominant prop in my scene, I could even use a 2-dimensional plane with a gradiated texture that would give the illusion it's a rounded piece of geometry. Thus, this "pipe' has been reduced to just one polygon. maybe he might be able to learn something from me too.

    --
    Chief Gadgeteer
    Elegant Innovations