Quote: " I haven't used 3D World Studio as I have said, but it does sound as is that is a simpler type of package to use than Blender or indeed many actual 3D packages. Which is great, but may limit it's end results. Indeed as you say, if you do not need to UV map, much of the texturing process must be done for you, or as I guess pre done with the shapes provided."
yeah 3D world studio is more of a mapper then a modeler, it works off of primitives. it is created by Leadwerks, it is actually how their game engine started.
you basically decide from a list of primitives, make it to what ever sizes you want it to be, then select textures for it, you can apply textures to whole object or just each face. but yes, it is pretty limited compared to what one can do in like blender. but it still is pretty functional for what it is. my idea was to use leadwerks to lay down walls, floors, ceiling and such then use blender to create the more finer detailed objects, for you can import models into 3D world studio to use on your build.
I believe it was once sold on the game creators web site, but it is no longer supported as a stand alone application and now has been fully integrated into their game engine, as well as the stand alone version that they sold before deciding to no longer support it as a stand alone, does not run on windows 8.
however as I said above, now that the weekend is here, I can it down and run tests and see what does what and how it looks in FPSCR.
I so like the end results of what comes out of blender then what came out of 3D world studio. even with just a simple plain to view how the texture looks.
the textures looked so much better from the mesh coming from blender then the primitive did coming from 3D world studio, although I am gonna presume that their latest version that is only in their actual game engine creates a better end result, their game engine at the moment does not allow for one to export models to different formats from their game engine.
so it looks like I am going to go with blender, but this scale thing is killing me. 100 units in blender equals one grid section in FPSCR, that just crazy I tell you.
but I will manage I suppose, I have messed with blender before, but it been so long I have forgot most of what I learned, so now I am basically re-catching up on all the things I have learned and am already learning more with it.
the biggest concern I have with the scale in blender is when I created a plain 500 by 600, the textures was all stretched out, and really blurry, but this very well could be from how I created and uv mapped it. now that I know that there is nothing I was supposed to or can do to fix the scale issue, I can start working on getting my models to look right at the scale they need to be to look right in FPSCR.