Quote:
Originally Posted by Nezumi Did valve uses XSI to make HL2?
(p.s. Red is the team to join.) |
Supposedly.
The XSI mod tool with valve addon is basically everything you could ever need to model for half-life 2. The main downside is you can't render with the mod tool, but it's not a big deal really. Just set up your .qc file and whenever you need to see a fully detailed texture just export the scene to .smd, smack the .qc file to compile and refresh the model in model viewer.
Obviously, the biggest upside is that it's absolutely free.
I've learned both XSI and 3ds max 8 over the past few weeks and I have to say both have their downsides. For me, XSI just didn't want to goddamn work, ever. First I got a problem that a lot of people seem to get where the program just didn't want to start up - of course, this was after 2 days of spending all my time and effort learning how to use the program. Then it starts working again and I'm not sure whether or not to trust it (on the support forum, there was a thread from 2004 about the problem in question, lots of pages, no developer replies at all - makes me wary of their support). Anyway, I make another model in it, all is going fine... HOWEVER - for some reason I absolutely can't make my collision model (physbox) from it (which is one of the main reasons to use XSI - to skip the bullshit involved in exporting your models from 3ds - in 3ds you have to set up a bone structure and make sure everything is tied to the bone, and has a material applied - XSI basically does all of this for you). But yeah, no worky, after many hours of trying to get a very simple physbox to work (talking 2 cubes, here) it absolutely refused to. Which is damn weird because I had just made a harder physbox a few days before.
(
http://www.twincannon.com/pics/crapcamera.jpg vs
http://www.twincannon.com/stopsign2.jpg)
yes I know the camera is ass, it was just to make sure I understood the model/unwrap/texture/compile process start to finish :)Also UV unwrapping in XSI simply blows balls. Some people say it's the best UV unwrapper out there so maybe I was doing something wrong, but from the tutorial I followed it's much harder and dumber than 3ds's process. I mean, the base uv unwrapper itself is pretty much the same, select polys and it correlates onto the UV map, but the automated processes seem much different. In 3ds you can do different types of fully automated unwraps - like flatten mapping - and it gives you a pretty damn good unwrap right off the bat, you just have to resize everything and fit it. It also is good at making sure things are the same size, i.e. two connecting polys are the same size and near each other. In XSI, one of the only options I could find was selecting all faces from one side and unwrap that side - so you do left, right, front, back, top bottom... that's 6 operations, and at the end you basically have a giant mess of misaligned stuff and have to do tons of tweaking. I can't remember how long it took me to get the stop sign UV into workable shape but it was definitely quite a task for something so simple.
http://www.twincannon.com/stopsign1.jpgSo yeah in any case I finally gave up on XSI for good and am working in 3ds now. Other benefits from 3ds aside from stability is better plugin support and easier access to tools that speed the whole modeling process up (i.e. that giant panel depending on whether you're selecting vertices, or faces, or edges etc. - there's a lot of tools that XSI seemed to be lacking).
Anyway the whole reason I even started XSI up was because
Generalvivi's tutorials were down and I had forgotten basically everything I knew about modeling when I started back up a couple weeks ago. Unfortunately some of them are still down, but the first few are up, it seems. His tutorials really helped me go from "opening max = brain explodes" to being able to model map props quite efficiently. A friend sent me the last tutorial I had needed (compiling your bench model) and that pretty much refreshed my memory of how to work around in 3ds (since that's basically what it's all about, is learning the hotkeys and how to use things efficiently).
edit: and yeah, obviously I'm just an infant modeler at this point so take everything I said with a grain of salt ;). Mainly learned to do simple map props but I must admit, I watched some character and animation tutorials and the process seems pretty straight forward so I may try it someday. Sadly I can't do concept art to save my life, and it's a pretty important part of it.
In reply to a Fortress Forever forum thread on 3/22/2007