
My vision for a Dark Temple model (originally titled the Temple of Tears, but apparently that is a Burning Man reference, so I changed it), proved a little too challenging to create in MAP format. Well, I could have created something, and it would probably have been cool, but no where near as cool as I can make it using ZBrush. The above pic shows the redux in progress.
I'm still roughing out the layout. There are certain technical challenges in modeling both inside AND outside. The player accessible areas must also all lay above the game terrain level, which means some heavy skirting will be required here.
The basic layout of the model involves a demonic skull-like head that acts as the main entrance. from there, players can access the main chamber and a kind of dungeon chamber below that containing 6 cells. I have yet to create the tail, which will be player accessible and wrap around the model like a wall.
I expect to be another week roughing out the layout, then it should take a good week or two after that to detail it, texture, and test.
The completed model will most likely be made available in Collada format in our online store.
Which leads me to talk about my efforts to export models to Collada. Total fail!
I attempted to export to Collada from Deled, Milkshape, and UU3d. Each resulted in missing textures and mesh portions when loaded into the Torque Collada Test program.
I'll be trying the Collada models this week in some other game engines to see if this is an exporter issue or Torque specific.

