Im curious as to if colorblindness will be a serious problem. Ive managed ways around it for the most part, but Im quite sure it' ll eventually kick me in the ass.
While I don' t know much about color blindness I would think that a colorblind artist would have no problems with modeling and animating characters and backgrounds... I guess where the real challenges would come in is where texturing is concerned since you' ll have to work with colors at that point.. But from what I' ve read, companies tend to have individuals assigned to different tasks.. For example, one person' s job would be to model the characters/backgrounds, another person' s job would be to apply textures to the created models, and another person' s job would be to animate them, so I think there' s some flexibility there. But that' s just my expired opinion, lol :)
Isn' t Maya like the most expensive 3D package software?
Currently I think the award goes to " Houdini" . I was reading a price listing in a 3D Graphics magazine today and they had Houdini listed for $17,000.. Holy Mackeral!!!!1!
I got so excited when I heard they had used 3DS Max for Orta' s hair (if I
remember correctly) in Panzer dragoon, only the lord knows why I got excited,
I don' t even know myself. That book sounds interesting Terry, any idea where I
can get my hands on one? Ebay? Or any good book store?
According to the book, they used various 3D packages to achieve the results that they did in Panzer Dragoon Orta..
The dragon model was created with 3D Studio max and was animated using Softimage 3D... Here are a few other excerpts taken from the book:
" All the characters excepts the hero were created with the polygon-based modeling of Softimage 3D and the spline-based modeling of 3D Studio Max. However, all of the motions were added with Softimage 3D."
" Almost all of the map backgrounds were created with 3D Studio Max."
" Minoru Kusakabe, 3ds max director, managed the 3ds max team that created Orta' s motions, and Akira Suzuki, Lightwave 3D specialist, supervised the Lightwave 3D team. LightWave was used for action scenes.Takuya Imamura, Orta model designer, modeled Orta using Metasequoia, and Kenichi Kutsugi, facial animator, added all the expressions."
" For the CG model, Orta was created in Metasequoia. The dragon was created in both LightWave 3D (regular edition) and 3ds max (detailed version). Orta was later converted to 3ds max so that her hair, expression and motion animation could set up. The dragon animation was also set up in 3ds max, except for its complex movements, which were transferred and set up in LightWave 3D"
Hehe, I LOVE the behind the scenes techno babble
As for the book, I got it from Amazon.com...
I think one of the more interesting things I read in it was:
" There was a time when the staff tried to figure out whether they should use Dreamcast or PlayStation 2 as the primary platform software for Soul Calibur 2. Many considerations factored into their decision to go with PS2. Take for example, the issue of color setting. Dreamcast is based on YUV color, while designers use full color. However, PlayStation 2 is based on index color and requires time... Even though the increased polygon counts that are possible with PS2 software helped enhance the picturesque quality, the workload also increased and all of that consumed considerable time. It took about twice as long to produce each stage for PS2 platform than it did to produce the same stage for the edition created for the Dreamcast platform. Maya was the main tool used in the production of Soul Calibur 2."
< Message edited by Terry Bogard -- 20 Jun 06 2:03:51 >