Yes. Their names, logos, and body designs are all trademarked and cannot be used in any capacity outside those explicitly allowed by trademark law, which almost certainly excluded use in your game. And expect to be completely incapable of acquiring those licenses for reasonable terms, as the licenses are generally very expensive and come with a mile long ...
On each object you will choose one or more faces that will be removed. In between these faces will be your connection.
Select both objects in object mode. Press Ctrl+J to join the objects into one. Then enter edit mode and change to face manipulation mode.
Remove the faces that will be joined. Select them and press X, remember to delete faces, not vertices....
Game characters are usually animated using a technique called skeletal animation:
(Image source: Valve Software)
Each 3d model has an invisible bone structure (the red and teal lines in the image above). Each polygon of the model is connected to a bone. When you define a motion sequence, you define it as a sequence of rotations of the bones around their ...
As some one who ventured a bit into the creation of art, I would really advise you to get in touch with one rather than just "buying" models.
Art from different sources rarely work together (unless of course, they are meant to be) and high quality models alone won't make good graphics, everything needs to be put together with a sense of aesthetics to really ...
In doing a similar project, I found the SketchUp modeling program to be excellent for copying existing architecture. That's what Google originally meant it for after all.
Here's an account of how I did this:
SketchUp's Photo Match feature (tutorial video) is an absolute killer.
It lets you to do this:
Load in a photograph of the real building ...
...refers to an activity or entity that does not in some sense involve commerce.
Selling the game involves commerce. Yes, companies are allowed to do that, the details of that aren't on topic here. You may want to look into a paid version of the software, which likely doesn't have the same restrictions. Alternatively, use a different tool ...
You can play a lot of tricks with space using portals (the rendering kind) - see Prey, Portal, or Antichamber, for examples. In case you're not familiar with this concept, it's much more than simply teleporting the player around - the renderer actually lets you see through the portal, so it can be completely invisible if that's what you want. Antichamber ...
Even with a manual process of model generation, there are some tricks you can use to maximize your output. We can follow the same basic rules for real life conservation. The three R's:
Reuse - Take the same model and apply a different texture to it. This can save you the time it takes to generate a model. And will give a convincing "that's a different ...
What you are looking for is called a mesh simplification/decimation algorithm. There are several of them out there, you'd just have to implement the one you choose in C# if no C# implementation exists.
Here are a few that Google turned up:
Triangulated Surface Mesh Simplification
Mesh Simplification Computing with Geometry slides
Mesh Simplification ...
As always, it depends.
Game art is a very deep field, so in my opinion you should find a well rounded artist partner to help you, instead of hiring people to do do specific jobs.
Regarding 2D vs 3D, in fact, as Quacks says, creating a 3D model is much more complex than creating a 2D drawing, and therefore more expensive.
However, animating in 2D is ...
You can always use oDesk or eLance. The former offers per-hour jobs, the latter offers fixed-price jobs. I've used them before, oDesk for art assets. You just need to be picky and not pay more than X hours a week; but it can backfire.
I recommend eLance, therefore.
You make a single soldier model. You make a number of weapons.
Then you would use something oft called a "hard point" (or "attach point" or many other things). You set such a point on the model's hand. You set another such point on the gun's grip. Now you can programmatically look up these points in the model data and mount the gun's grip in the soldier'...
You need to modify your model so that the UV (texture) coordinates place the texture at the correct location.
It's possible that setting the texture address mode to clamp may (sort-of) solve your issue. But this also depends on your model having the correct UV coordinates to make it work.
GraphicsDevice.SamplerStates = SamplerState.LinearClamp;
You can first decimate the mesh. Then use the decimated mesh to create a triangle mesh shape to create a collision mesh for that model.
You will probably run into issues with automatically generating meshes in this way. Since your physics object will not exactly match your world object. The decimating can have unexpected results for changing the shapes of ...
When you're reading the model into your game, you'll be iterating through each vertex of the model. Simply keep track of the max/min for each X, Y and Z axes. Using these values you can find the center of your model as well as the extents. The width is the distance between X min and X max, the depth and height are similarly calculated depending on which axis ...
One example is for light maps. Usually texture space is maximized by overlapping faces which have the same diffuse texture, like the six sides of a crate. With light mapping this would mean that all six sides get the same light and shadow, not to mention it would almost assuredly confuse the light mapper because it can't tell which point in space it should ...
As @Sean suggests, trying to go with real branding can be a nightmare, and is unlikely to serve you well.
An alternative is to use fairly true-to-life models, but omit any branding and use your own alternative names for the vehicles. A good example of this is the Grand Theft Auto series, in which the vehicles are modelled on actual "real-world" vehicles, ...
Luckily, Blender's BMesh support is finally here, as of 2.63. You're looking for the "Knife" tool. See http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.63/BMesh
hit K in edit-mode to switch to the knife, and click to set up points to "cut". Spacebar exits knife mode.
There is no single "best" 3D Modelling software.
But being a hobbyist, and a complete newbie: I'd go with Blender
You have tons of resources, and it's completely free, in both senses.
It's also multiplatform, so you can easily use it if you use GNU/Linux or Mac OS X.
It has it's own 3D game engine, and you can script it with Python, it's probably the best ...
If you want to rotate an object around.Center must be at the point(0,0,0)
To achieve that simply Translate the object to point(0,0,0) Rotate and Translate back
A quick Google search reveals this question over on the Unity forums, the steps provided there are as follows:
Sketchup Standard version or Pro Version - v8 or higher:
1 Create/open the model with Google Sketchup
2 Align the faces of the model (In the Monochrome mode--> the bright side should be up/front)
3 Export in .dae format (Default settings!)
Loose fitting, fast
Generate a bounding AABB, which you likely already have (and is super cheap to compute for a sphere). Project the AABB's corners to the screen. Take the maximum and minimum X and Y values of the projected coordinates to form bounds of screen-space rectangle.
This will be at least as large as the object. Depending on camera ...
Have you tried to look on sites like turbosquid and such ? They are full of quality assets, some of them game-ready.
You can get models for free, up to a few thousand dollars for the best ones (the ones I was looking was for an entire city).
EDIT: Looks like turbosquid now also does custom 3D models !
You can either:
Use the player chosen color when drawing specific polygons on the units. Simple as it sounds, there are certain polygons in the unit model that aren't textured and instead are colored entirely with the color the player chooses. This could be a little flag they're carrying or arm bands or whatever you like.
Use a base color under the texture ...
Well Blender 2.5 (maybe 2.5x) can export fbx models which are used in XNA. It even has an "XNA strict options" check. I noticed that it tends to export the models a bit small so you may want to set the scale to 100 or so but otherwise it is good to go.