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Quake to Poser model exporter?

NightmareHero
polycounter lvl 17
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NightmareHero polycounter lvl 17
Hello, I'm wondering if anyone has made a Quake 3 to Poser model exporter that converts the Quake file formats to the respective Poser formats. For that matter has anyone done so with other video game engines? I'm looking to do some robot artwork featuring robot on robot battles which is why I ask.

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  • Toomas
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    Toomas polycounter lvl 18
    If you are looking to do ARTWORK then model your own robots!
  • KDR_11k
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    KDR_11k polycounter lvl 18
    Even if you could import them they would be useless because they don't include any rigging or poses.
  • eld
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    eld polycounter lvl 18
    Robot on robot action. wink.gif


    Posers main use once again at heavy use.
  • flachdrache
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    flachdrache polycounter lvl 18
    You guys are a little touchy about some tools right tongue.gif.
    A short animation film can be artwork too - or not and imho it was made for short renderfilms and not to build gamecontent. smile.gif

    If you can export the models to .obj - which you should not do because of i.p. - but than again ... the doom dance laugh.gif.

    In the zbrush2-Practical Manual are some tips how to export, change and import character maps.

    Iirc you export a mesh which comes close to your own mesh, rename the parts of your model like the exported one, import your mesh and edit the imported with the hierarchy editor.

    Look -> http://www.renderosity.com/

    hf,low
  • TheRatteler
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    TheRatteler polycounter lvl 17
    Nothing like a Poser noob to make us Old Poserites look bad.

    Rephrasing the question and not waisting the topic....

    How does one go about exporting game models to OBJ or LWO format easily. (Or worst case scenerio 3DS.)

    I do use Poser for animation work (Don't hit, OWWWW, DON'T HIT!), but I also model in Lightwave and I've been trying to master my low poly modeling skills.

    No better way to do that than to examine how other have done it.

    I'm also interesting in Machina and eventually learning to make game res models.

    I've modeled a very nice cop figure that comes in just under 9000 Tris, or under 5000 Tris and Quads, and a nude base figure that's under 2500 Tris and Quads, or 4734 Tris only.

    I realize that's at least 1000-1500 polys to heavy for UT2004, but those figures were built for loe res Poser and not as game characters.

    There's a lot of skills that should carry over from making Poser content to game content. UV Mapping, texturing, modeling, creating Morph Targets.

    How is animation handled in games these days? Do games have skeletons now, or are they a series of predefined morph targets on a solid figure?

    Thanks in advance to those who can point me the right way.
  • Ninjas
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    Ninjas polycounter lvl 18
    4 to 5K is what you should be doing if you want to get a game job now.

    Almost all game engines use bones. Maybe some RTS games use morph targets
  • SkullboX
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    SkullboX polycounter lvl 18
    [ QUOTE ]
    I realize that's at least 1000-1500 polys to heavy for UT2004, but those figures were built for loe res Poser and not as game characters.

    How is animation handled in games these days? Do games have skeletons now, or are they a series of predefined morph targets on a solid figure?

    [/ QUOTE ]

    If you're still interested in making UT2004 characters you could easily use a polycount of 5000 (tris, always), the highest out of the box characters had around 3500 I believe and most custom artwork uses higher specs as time goes on, pushing the limits. If it's for a machina, it doesn't matter what polycount you use, as long as you can properly capture everything.

    Animation is pretty much all skeleton based now, which makes it easy to port game characters with a standard, human physique into games such as UT2004. You can download the skeletons in biped format (3D max) and Whargoul (I believe) also made a corresponding maya skeleton available, which are both compatible with sets of the original human animations for UT2004, and some other characters. You just have to make sure the physique of your character resembles that of any of the skeletons. I think you're out of luck with Lightwave though.

    This isn't as cool as making your own animations of course, though opinion vary on that subject (:)), but you can very easily get a working character in game. If you've created a model you can basically rig it up to an existing skeleton and get it running in the game in no time. It won't have a UV map let alone a texture, but it's incredible fun to start out that way. Documentation and support have vanished a bit on this, but you can surely find the right tutorials on polycount or using google.


    As for importing Quake 3 models into poser. There are various md3 importers for max alone, and I've had one guy mail me a wallpaper in which he used the Quake3 Magdalena model along with some poser girl, created in poser, so it should be possible.
  • TheRatteler
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    TheRatteler polycounter lvl 17
    Thanks for the replys. I'm most definatly NOT Max compatible. My computer is, *I* am not. :lol: Just watching demo videos of people using Max has the same violent effect on me as finding out you accidently downloaded gay porn.

    "TURN IT OFF!! TURN IT OFF!!!"

    If I have to use something other than Lightwave I would rather deal with Blender or Maya.

    I pretty sure I can get my characters into the 4-5K Tri range.
    This is my under 5K Quad&Tri Cop.
    459_1133169623.jpg

    I have a set of LW Plugs that can out put MD2, MD3, and Unreal directly from LW. Just have to learn how the game engine wants it.

    I especially want to learn to play with the physics int he HL2 Engine. :drool:
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