Creator is still an excellent tool for creating models for vis-sim. I have
used for years on multitudes of projects, and taught its usage. As Terry
says the later versions support multi-texture ( has for several years), and
Shaders ( although these are seeming to be more tightly coupled with
VegaPrime)

But as a straight forward polygonal Modelers Creator is excellent and its
hierarchical , its down fall is on organic shapes and not adopting other
more modern techniques you see in other packages but  its biggest draw for
many is going to be its price, at over 8k the base its expensive compared to
what is out there.

I see so many many companies and agencies etc simply now adopting SketchUp
especially as you can do a lot with just the free version and the pro is
relatively in expensive. SketchUp more than any thing is the things that
finally buried OpenFlight except for legacy use.

Remo3d is a good choice if you want to do the traditional straight forward
Creator style modeling, is a fair price and you still get the big asset of
easy hierarchical polygonal modeling plus you can save straight out to
native OSG , Remo3d does not as yet offer all the functionality of Creator
but try out and see if it may meet your needs. Another good thing about
Remo3d is if you familiar with Creator then you will get to grips with
Remo3d straight away

Another option would be to do what many do and use Max( or other) to do the
modeling and another package on the end to fix up the hierarchy issues, many
I know would say by 6 Max and one Creator, but now you can do the same with
something like 14 Max and one Remo3d for the same type of money.

As with most things its what you need to and you budget that will push you
one way or the other




-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Terry Welsh
Sent: Thursday, December 06, 2007 12:15 PM
To: [email protected]
Subject: Re: [osg-users] Creator vs 3D Studo Max

(Sorry about my previous messages to the list  I seem to have a button
pushing problem today.)

Creator is just fine for modeling depending on what you're looking for.  I
use it for modeling aircraft, buildings, and pieces of cities all the time.
I believe newer versions of it even do multitexturing and shaders, but I
have only used older versions of Creator that can only handle a single
texture.

Creator saves .flt which maps very cleanly to OSG's scenegraph structure.
Artsy modelers like 3ds max are powerful and let you do lots of pretty stuff
such as making very organic (curvy) models and use really complex material
properties, but they don't map as well to OSG's structure.  You'll need to
rely on an exporter like OSGexp to get your models into OSG.  I have used
OSGexp successfully, although sometimes I needed to hack it a bit to get
exactly what I wanted.

For an airport I'm guessing you could get the job done faster with Creator,
but there's no simple answer to your question.  It's best to do a test model
in each package and get it loading in OSG.  Depending on the types of models
you want, one modeler might be a whole lot better than the other.
- Terry

> Message: 2
> Date: Thu, 6 Dec 2007 09:59:15 +0800
> From: "Loong Hin" <[EMAIL PROTECTED]>
> Subject: [osg-users] Creator vs 3D Studo Max
> To: <[email protected]>
> Message-ID: <[EMAIL PROTECTED]>
> Content-Type: text/plain;       charset="Windows-1252"
>
> Hi,
>
> I've a flight simulator project running on OSG 2.2 whereby we need to
model a geo-specific airport.
>
> We will need features like creating the airport lighting system,
geo-specific buildings, multiple LODs.
>
> We are considering whether to use Multigen Creator or 3D Studio Max to 
> do the job, any advice? Thanks a lot
>
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