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Freak
07-27-09, 09:55 AM
http://www.fxrsoft.com/default.asp?page=products/creaturecreator/maxdescription.html (http://www.fxrsoft.com/default.asp?page=products/creaturecreator/maxdescription.html)
Pls Check this out and tell me what you think. is this going to be the our future or maybe just something that will use to help as make base meshes. i know that i could make somtihng and then use that topology make it beter and change it to create the cretures i would like to create but it feels so wrong what is the rest of the comunity thinks of it, Thx cant wait to get some coments

Disco Stu
07-27-09, 01:04 PM
I dont like it.

bicc39
07-27-09, 01:05 PM
nope.

TVeyes
07-27-09, 01:13 PM
Please don't go that route. Not so much because someone, somewhere might think that it is cheating, that is somewhat irrelevant. Don't go that route because I think you will only be cheating yourself. The lessons learned are few IMO, when you just mix and match body parts, add your own touch of sculpting and then create new topology (for example). The few things you might learn will most certainly pale against the experience of creating something yourself that you are proud of. And most importantly, when modeling from scratch, you will be broadening the way your mind sees and thinks about a model on the canvas.

Good modeling results might take longer to achieve but you can be sure that the skills learned will carry you much further.

Just to be clear, I am not saying it is bad to use a base mesh created by someone else. It is just a much better way to learn when you get intimate with a model in your minds eye, if that makes sense (hey, no laughing at the back ! :D).

I am sure somebody (if they accidentally stumble into the Community Forum) will mention the frequent use of human base meshes, those freely available on the internet. In my opinion sculpting a human being is a skill all unto itself. The general form is similar from human to human but the devil is in the details. If you use a base mesh of a human your skills, or lack of, will be very easy to spot.

Anyway, don't buy that DVD/CD, especially since it was produced in the previous century. Not sure I still have the OpenGL32 library for Windows 95 that the review was going on about.;)

Freak
07-27-09, 01:36 PM
I would like to thank all of you for your interst.

well there is really no way that i personally would use that and present it as my own work first of all coz i am a student and it would be fulish of me as i put alot of efort of becoming beter and obviusly that would hold me back but never the less its out there and i just whanted to bring it up and try and provke an interasting conersation about the potentials of this tipe of programs and the problems that may bring.

i would like to say that even if it seams that kills creativity i feel that more advance versions of this tipe of programs would (unfortunatlly) be very good ofering you the abilty to Create incredable creatures and would most likely gives as more spase for more creativity and a 4 year old would be able to use it. so where are we gona go when that time comes.
I know that most of you would say that you will never have the control that polygon modeling gives you with programs like that but that not true in the end you can use boath and make 100 times beter work than the people that work with the tratitional ways.

pls tel me what you think and hope we get to learn and have some fun itn the proses of this tiscation (sory for my bad english)

Disco Stu
07-27-09, 02:04 PM
Get a decent basemesh from some place.
I use them all the time.
But dont use this program the meshes it produces are horrible for sculpting
they are more towards animation if i remember right.
Get a basemesh that is neutral in expression and has an even quad
distribution.
This way you wont be forced to sculpt the looks the basemesh has but
you will be free to do whatever u like.
Theres a few good ones here http://www.cgchain.com/
cheers

Freak
07-27-09, 03:02 PM
he he it seams that you misunderstand me i don't want to use any other peoples base mesh i don't like doing as my goal is to learn how to do them my slelf. i am sliply trying to get some over this subject. But thx anw

Pride
07-27-09, 03:09 PM
We (special effects) used to joke about the director (film) being able to put on a "helmet" and visualize all the effects sequences which would be input straight to hard drive............soon.
Good thing I have a welding ticket.:)

Morph Division
07-27-09, 04:49 PM
I haven't used it but as far as the idea goes....(i use maya and zb)
I absolutely got inspired by the "creature creator'' which was released with ''spore''.

All of us use old models and kit bash ideas together as well as zspheres and primitives.

However if you could import all subtools from zbrush, via plugin, drag and drop, as you do in spore, and have it animate, again spore, very true and accurate to the biped or quadraped model then....hell yeah I would totally use it.

It would at least have to be as good or better than spore's creature creator.

Morph Division
08-06-09, 10:58 PM
did they manage to export a mesh from the creature creator?

artstorm
08-07-09, 04:12 AM
is this going to be the our futureThat plugin was created back in 1998, so being over 10 years old and not having catched on, I really don't think that one will be the future. :)

lemonnado
08-10-09, 05:51 AM
Creature Creator = Garbage!

Freak
08-14-09, 06:14 AM
Thx for your time all of u.

zboyet
08-16-09, 05:48 PM
Learn maya, blender, 3ds max or some other fundamental modeling program. Zshperes are great for quick concept sculpts but not much else in my opinion. And then once you learn a program like that you can to things like build better environments for your sculpted creations to live in as well as building them better clothes, armor and props or whatever. Not to mention the fact it opens up a whole new world of lighting and rendering that can really take your creations to a new level. I had a hard time getting myself into 3Ds Max but once I got over the button overload I ALMOST like it as much as zbrush.