Sluggs on 19/9/2004 at 13:44
Some models i make the perfect size using the size it would be in Dromed. Others, i make huge and then scale them in Dromed. Once i have them scaled to the right size in Dromed, i then scale them in Anim8or down to the same scale i used in Dromed, making them the perfect size.
I've never had any problems with the 3D view! :sweat:
Yandros on 19/9/2004 at 13:49
Thanks for the tips! Sounds like MM is spot on there with keeping a 10:1 ratio and scaling it later. I was just happy it didn't mess up the UV when I scaled it down like that. :sweat:
Damn, this is fun! I be hooked now. Off to work on my next idea.
Sluggs on 19/9/2004 at 14:03
Don't forget that when you've made your model Yandros, goto Edit/Locate/Center about Origin and that will centralize the object so it Floors/Walls/Ceils properly in Dromed. I usually do this while i'm making it too. (Helps with texturing also)
Ottoj55 on 19/9/2004 at 14:09
those edges may have the wrong uv direction, try using the checks texture under the materials option and it becomes really obvious. then you can try again. the checks also help you get scales correct in some cases.
Sluggs on 19/9/2004 at 14:15
I never use that texture myself nor the UV tool. Once you suss out texturing, there's no need for them. I texture my models by detaching/joining faces.
Yandros on 19/9/2004 at 14:32
Care to PM me a quick tut on doing that, sluggs? :cheeky:
I've been centering the object in 3ds->bin, not in Anim8or... nice to know how to do that.
Making the mesh is the fun part for now, I'll get better at texturing later.
Check out this, my first chair:
Inline Image:
http://home.insightbb.com/~yandros/temp/temp_files/chair01a.jpgFinally an office chair with no transparency issues! It does have 153 polys though. And of course, still needs texturing. Took me about 15 minutes to do that mesh.
Sluggs on 19/9/2004 at 15:06
I'll do a little tut on texturing a cube, turning it into a crate, it will also involve copying and pasting to save time on texturing.
I've already started it so you won't have to wait long. :D
BTW, dat chair's excellent for your second object with Anim8or! :eek:
Sluggs on 19/9/2004 at 16:09
Yah, it depends on the object. Sometimes you can subdivide an object a couple of times and still be within the limits. Never use CONVERT TO SUBDIVIDED tho' as BSP doesn't like the fancy shaped faces it produces. :p
Mortal Monkey on 19/9/2004 at 17:31
Quote Posted by Yandros
I was just happy it didn't mess up the UV when I scaled it down like that. :sweat:
The UV mapping is indeed rather... 'sticky'. In the instances where I shape a model to a texture, I find myself constantly re-mapping surfaces after editing vertexes.