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 > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

