I think I should be working on animation...
I was thinking about whoring out modelling/texturing in 3dsmax for people's maps, but of course would want credit on the map...
how would this affect contests and the like? 
I think I should be working on animation...
I was thinking about whoring out modelling/texturing in 3dsmax for people's maps, but of course would want credit on the map...
how would this affect contests and the like? 
Making your own models would be very time consuming, so in my opinion not really worth it. It would make your map stand out from the rest though.
I'll just carry on using the pre made ones.
EDIT: i don't think it would affect contests unless the contest was themed e.g. Aperature Science.
remember they dont have to be small models, you can do whole rooms, you might have to cut it into a couple models but it can be done.
of course what you can do with brushes you should do with brushes.
I'm just here helping you think with portals 
Artesia wrote:
I'm just here helping you helping me helping you think with portals
!
Player1 wrote:
!
Me hands Player1 the award for shorted post 
thecake wrote:
Me hands Player1 the award for shorted post
\o/
for instance, whenever people try new things in portal, like shmitz's tetherball, a prop_dynamic with a custom model could look really sharp
the portal models are for things that were in portal, but people have other ideas, I used combine shields, shmitz used his tetherball. I could develop a custom model rather than using combine shields... for instance, although I like the shields so I dont think I will. The tetherball could be customized with a new sleek piston coming out of a housing above. Also the ball could be modified so people don't think it should be carried around like it was in adv 17... It's released now, im just saying I can help in ways other than mapping...
I will have to learn the reqs for HL2 models, like what format, how are the animation states stored (I can do animation states in 3dsmax but I don't know if thats compatible with hammer)
anyways heres a really old picture of a model I was working on, the skull has been remodelled since then, just dug something up to show my modelling 

Hawt stuff. I'm gonna have to create some custom goodness then. 
EDIT: Just realized I have 3DS Max 9 at work. No MDL export, though. Anyone know where I can get the necessary plugin? Or am I doing it wrong?
Also, am I correct in assuming that an MDL file would also contain its necessary textures?

I'm really not sure what valve uses, I was just making a guess as 3dsmax seems to be big in the game industry. personally I haven't had any experience in softimage...
Quote:
All of the models in Half-Life 2 were created with Softimage|XSI. A free version Softimage|XSI, called XSI Mod Tool is especially tailored for prop and character creation by modders and is available at Softimage's site (http://www.softimage.com/products/modtool/). Version 6 includes the Valve Source plug-in (essential when you create contents for Source Engine), tutorials, forums, and other resources for getting started with the Softimage|XSI Mod Tool.
Full page here: http://developer.valvesoftware.com/wiki/Model_Creation_Overview
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