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Thread: Beta Testers Wanted

  1. #1
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    Arrow Beta Testers Wanted

    Hey guys! Since I'm poor, and am not exactly a fan of pirating software, I've been restricted to making my 3D stuff with Milkshape3D, which, if you have any experience with it, is...difficult So about two weeks ago, I started programming my own modeler. Like milkshape it is a poly modeler, but unlike milkshape, it's easy to use I taught my girlfriend to use it in about 10 minutes, and she's never used a 3D program ever before. Also, I wanted something that artists could use comfortably and freely - it seems like all I ever hear is "well, i want to do 3d, buy Maya's toolbar takes up 3/4 of my screen" or the like.

    Honestly, this modeler is more just to make my life easier - it's designed around things I prefer, and a workflow that I am comfortable with. However, I would VERY much like it if it could help out other people too! I just finished the alpha tonight, and i hope that some of you guys will download it and try it out!

    Blaine3D

    TOP THREE FEATURES ON THE WAY:
    1 - UNDO
    2 - .obj exporting
    3 - ortho-projection viewing options

    TOP THREE KNOWN BUGS:
    1 - i think there's some weird slight error in my normal calcs
    2 - the 3d transformation controls are a little difficult still - axes get reversed and stuff
    3 - it's 5am, those are the only two i can think of right now - i promise there's more though!!!

    I'm very open to ideas and sugguestions, although the features that make it are really dependent on whether or not i like em Thanks!
    Last edited by Adam; April 16th, 2003 at 05:10 AM.
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  3. #2
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    Will be interesting to see!

    Is there a shaded mode already? Does it have quad mode or is it all tri's? Can you split edges? That's the main thing i think for the poly modeling.

    Try cgtalk.com too there is a programming thread there
    Power is nothing without intelligence.

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  4. #3
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    I'll check it out.....
    "The Jungle Creed
    says the strongest feed
    on any prey it can
    and I was branded beast
    at every feast
    before I ever became a man."
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  5. #4
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    it has a flat shading mode (smooth shading wil be very easy to include, i just don't find it that useful yet), no quad mode (yet - i'd like to have it be an option eventually), and it has edge splitting - i forgot about cgtalk's programming forum, i'll post something up in there too!
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  6. #5
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    please put a "multiplayer" in it, that would be really great! do you know open canvas? a great "multiplayer" drawing program, would be really great to have something like this with a modellingtool!
    bonus vir semper tiro.

    Steffen 'Neox' Unger
    freelance 3d artist

    www.airborn-game.com
    www.polyphobia.de
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  7. #6
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    holy shit thats awesome


    the only thing is that i think you should make it so you can choose to have multipe viewports, i mostly just use it at the very beginning when im modelling but id be lost without them.

    anyway this'll be awesome when its done
    VERY mercenary
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  8. #7
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    hey neox - i've actually thought about multi-player modeling programs a little bit before, mostly because i do a lot of long-distance group work with people...being able to have a truly multi-operator, interactive experience long-distance would be really awesome. However, I have no idea how to program in support for it while it's on the "future features" list, but i wouldn't hold your breath it could take me a little while to figure out how to do it!

    As far as multiple viewports, I hate em however, I'm not entirely adverse to adding in the ability to have them, especially if anyone more than just myself will be using this program...so i'll put it on the "future features" list too, although it will probably be implemented before multiplayer What the program already has, in place of multiple viewports, is keyboard-controlled shortcuts to the positive and negative sides of each axis(x,y,z,X,Y,Z) which let you snap to whatever view of the model you want. Again, that's mostly personal preference, since that's the workflow i prefer however, currently on those "snap-views" it retains a perspective projection, and i'm thinking i'm going to have it change to an orthographic projection, and then pop back to perspective whenever you move the camera away....hahah - shit i just realized i was rambling thanks for the feedback so far - the beta will be up wednesday night for sure, with what little user manual it needs. Again, thanks for the feedback and ideas! keep it comin - the easier i can make modeling for artists, the better

    PS - eventually, i.e. like this fall, i'm going to try and have some subD surfaces goin on too! wooo!
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  9. #8
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    way cool.. I really like wings 3d's stuff, but the one thing that it doesnt have that I really like is handlebars.. think you could put in a function to put in handlebars and make them toggle as well. That way people who hate them can get rid of em, and those of us who like them have em... I would so use your program too.. I only really use the basics of 3dsmax, unless Im unwrapping...

    good luck
    -Deth Jester
    "Live each day like you will die tommorow, and dream like you will live forever..."
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  10. #9
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    Wow, sounds very, very cool. It'll be like the first multiplayer (multiuser) 3d modeler shareware. It sounds very, very cool. IN YOUR FACE DISCREET!:bash: Anyways, now I really got to get my art skills up.:beer:
    Video Games are the ultimate mulitmedia. It contains images, movie, sounds, music, text, story, and intractivity.
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  11. #10
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    multiplayer is a damn long ways off i'd love to see it happen though....

    deth - what are handlebars?
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  12. #11
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    Handlebars or control bars.. they are the AXIS lines that come out from either selected vertices or the center of planes or center of segments when selected.. they have little arrows at the end so you can move the selected piece with that instead of having to right click and click on move in X direction...

    -Deth Jester
    "Live each day like you will die tommorow, and dream like you will live forever..."
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  13. #12
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    I vote for Neox' idea too : would also be a great way for you to get attention and not make it the umpteenth modelling tool out there - i think instantly huge amounts of people would a. like to try it and b. it would be unique.

    BTW. do you build your stuff with directX ? The multiplayer stuff in there would be all you need.
    Power is nothing without intelligence.

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  14. #13
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    Sounds great to me!
    I'm looking forward to see/use it.

    Things you could build in to make it a better modeler than milkshape, e.g. : (not a you-have-to-do-this-list, only thoughts )

    - a proper *.3ds *.lwo *.obj export
    - fluent work with higher polycounts (more than 3000 or so)
    - viewport editing (haaard to code i think but incredible useful)
    - some sort of grid snapping / value setting
    - 4-sided polygons (the smooth wouldn't be crappy like MS3d)
    - splines :p

    One of the biggest problems for me with milkshape was to create models with polycounts higher than 3000/4000 polies.
    Although 512 MB-DDR should be enough for this little prog, it began to lag. Modeler-engine caused, I think.

    good luck!

    cu
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