Blender? Can we use a modeling program that doesn't cost hundreds or thousands of dollars?
dwinblood
Member Posts: 38
I know off and on there were plugins made for Blender back in the day. I went and looked at the cost of 3DSMax today and it is still ridiculously expensive. Is there a possibility for getting something like NWMAX to work with something like Blender? Blender has come a long way and a lot of people use it.
Right now having to use something as expensive as 3DSMax can be a large barrier to entry for a lot of the community.
Right now having to use something as expensive as 3DSMax can be a large barrier to entry for a lot of the community.
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BLENDER PLUGIN LINK:
https://neverwintervault.org/project/nwn1/other/tool/neverblender-blender-269-27x
https://www.turbosquid.com/gmax
You can create alot of stuff in 3 years.... lol.. probably take a year just to learn it
*Gives Win 10 the evil eye*
Zero interest in 3dsmax. Thus, why I posted in my original question asking about Blender.
I would pay for products like 3dsmax if the price were vastly lower than it is, or if it was required by a JOB that what I was making from that job made it worth doing.
Game engines have caught on as far as expense and leaning towards democratization of game design. Many 3d tool developers still have not caught onto this. Which means they are tools of the "elite". Great tools, but not feasible for the bulk of people.
Anyway, personally I'd much rather see the need for specific pieces of software to be removed, be they expensive, moderate or free. Having .fbx and .obj import capabilities within the toolset would mean that content creators could use whatever software they wanted to make stuff without the need for jumping through hoops to use whatever program has official support.
@symmetric is still doing amazing things with NeverBlender and all the EE changes keeping that as the optimal community tool for those who don't work with 3ds Max.
---Caution, wild guesswork and supposition follows---
If I were a betting man I'd say that the likely outcome is an official Max based scripts/exporter because that's likely the tool their in-house and contractor artists use (and those that don't can send .fbx), plus a couple of experimental tools. Blender would remain a community project, with Neverblender/Symmetric working with Beamdog (but probably hampered by the fact that the .mdl format isn't Beamdogs to completely give away) to keep the development of that roughly on par with the in-house tools.
Or it'll all be machine learning based model and texture making and Unity, who knows.