I have waaaay too many thoughts about this. Hehe... I've seen some demos that use the MilkShape3D format, and seem to pull it off rather nicely. Personally, at school, my team used LightWave for creating our models, then I wrote a custom exporter that creates a format I can use. Of course, this didn't have ANY animations and such. If you're using animations, you might want to look at the simpler model formats to get yourself started. I don't think 3DS Max files would be all that easy, and I can definitely tell you that LightWave is NOT simple either. It can be a pain in the butt to learn, especially since there aren't that many resources online, so you'd end up pouring over incomplete documentation. The .X files are well structured, and don't take long to learn. And, if you decide to use DirectX as your graphics API, it's made all the more easier with the Mesh and SkinnedMesh classes. If you're in need of any reference material, I'd suggest "Focus on 3D Models". I've found that to be quite helpful for me. As well, the book covers quite a few model formats, and how to load and animate them. It also comes with a CD full of source code and demos. Hope that has helped a bit, Kevin From: "Jason Clark" <jclark@xxxxxxxx> Reply-To: gameprogrammer@xxxxxxxxxxxxx To: <gameprogrammer@xxxxxxxxxxxxx> Subject: [gameprogrammer] 3D objects... Date: Thu, 22 Jul 2004 21:18:54 -0600 So I decided that for my game I want to make use of the power of the graphics cards and use 3D objects. Because of the view I can get away with some seriously low poly counts, so I thought I'd take a whack at creating my own graphics. I picked up Milkshape 3D and with the tutorials I've found, I realized that it will be pretty easy to create a couple low-tech models. Question is, what format to export them as? There are so many, and the 3D engine I was checking out supports all of them (or has an import tool), so the question is... For any who have had experience, what format is best, fastest, easiest, or smallest? The entire thing is still pretty new to me. Because of the limited amount of capabilities I need, I still toy with the idea of just writing my own engine, but I honestly would rather be focusing on game play and use something like OGRE. Any thoughts? Thanks, Jason. --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.714 / Virus Database: 470 - Release Date: 7/2/2004 --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html _________________________________________________________________ MSN® Calendar keeps you organized and takes the effort out of scheduling get-togethers. http://join.msn.com/?pgmarket=en-ca&page=byoa/prem&xAPID=1994&DI=1034&SU=http://hotmail.com/enca&HL=Market_MSNIS_Taglines Start enjoying all the benefits of MSN® Premium right now and get the first two months FREE*. --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html