Forum: Poser - OFFICIAL


Subject: Why are DAZ High Polycount Meshes so Popular ?

RorrKonn opened this issue on Apr 18, 2007 · 266 posts


Conniekat8 posted Tue, 24 April 2007 at 9:25 PM

Quote - heard of this being done on various game engines like the Unreal Engine... tho the simplest way is to convert your model into VRML and just use a web browser....

 
Yea, testing blender at the moment on a pilot project, but will probably using one of the commercial engines, mostly because of training and technical support. We're having major issues with blenders stability at the moment. I've been investigating Torque game engine some, to see if their terrain generation is as snazzy as they claim it to be.

Also we may go on the side of GIS type information merged with 3D, and served online... we'll see what happens on the pilot project, and what our customers react to better, whether they like web browser style, or if they like game controller type experience better. They're usually the type of people whom will pay good money to just plug and play and not deal with any technical parts...

VRML and a browser is a rather quick way of putting a model export into a viewer, but unlesone can code game physics into VRML, it only gives you very simple basics. At least the half a dozen things and vrml readers and plug-ins I tried.
What we are looking to do is have several levels of detail (probably 3-5), some predetermined paths/guided tours and ability to freely walk around, collision and proximity detection and various other reactors and data overlays available on demand. Really the whole thing should end up having the functionality of a game, but with a little more business like look.

Hi, my namez: "NO, Bad Kitteh, NO!"  Whaz yurs?
BadKittehCo Store  BadKittehCo Freebies and product support