so far so good
dont forget:
AutoCad (any version beyond release 12)
Hexagon
Maya
Poser
Bryce
Lightwave
Google Search: 3D editor
and that should cover it all for ya
For textures you need some sort of Paint, Photoshop, Photoimpact... Oh yeah, Gimp, etc. some free some cheep some expensive.
Google Search: Photo Editor
You will also want something to match up your textures, I use UV Mapper Pro. this automatically makes my uv cord file so can be imported into any other 3D modeler program and be lined up right.
google search: Texture Mapper
NOTE: while making 3D ships DO NOT MAKE THEM BOOLEAN. It will add objects that even though you do not see them they will become solid when exported and your ship will look funny. (And yes tried that once. Created a Bubble Ship when exported.)
' Wrote:Milkshape 3D, 3DSMax, Metasequoia, etc. Hope I've spelt them correctly.
add HardCMP and photoshop, the list is complete.
description of each;
Metasequoia: basic and simple 3d modelling tool. This is where you start. If you have no idea how to model, good luck doing anything at all.
3DMax: or start in this complexe thing which I never understood how it worked. But basically, you save in both mqo or 3ds case, in a 3ds 3d file in order to import it in milkshape.
photoshop: 2nd step, you do your textures in photoshop or any other graphic tool.
Milkshape: to make a cmp file of your ship from your 3ds file.
HardCMP: to hardpoint your ship.
Lets say for the first few months, youll be concentrating on first and second step.
AutoCAD isn't really needed for FL ships, its nice, but its nothing essential.
What you should do is find a the modelling application that suits you the best, and then spend the next none to two months practising the basics. There is a wide array of tutorials available on 3d modelling online, have at it.
Maya and 3D Studio Max are probably the most advanced. GMax is similar and has everything you need to make a ship and is simple enough to learn in a week.
:cool:
"Three o'clock is always too late or too early for anything you want to do."
cad is not needed, but was the original for any 3D modeling;) used to exploit it back on rel 3... not to fun that was.
Maya is very advanced, usable for ship building. Not recommended.
Lightwave is also the same /better for modeling as Maya. However again Not Recommended.
Poser, is doable but is more for fluid shapes. Note recommended for beginners.
3DSmax, pricey overrated, but they have improved it considerably since Modders made it what it is today and the 3D community uses it.
for speed building I recommend Hexagon. it comes in at less than the price tag of 3DSmax (unless you use other methods), is quick to learn, easy to use but yet has all the power of Maya and Lightwave. (which unless you script the extras you never will know) best part is Hex can import/export to every 3D platform (in this case 3DSmax)
As Xing mentioned. You will need to build 3D first.
then use a photo editor to make the texture.
Then you import your 3DSmax into milkshape 7.2 (search lancers reactor for CMP export) and then export your 3DS ship to CMP.
Load Hard CMP (there is a topic in these forums about what hardpoints to set and where, very helpful) make sure you have all necessary hardpoints. then add the ones you want.
lastely, create your own FLMOD file, load it up through mod manager and test it out. Get ready to change the code files (recommend you steal one from a basic ship first) and tweek it as you see fit:)