Jake on 30/9/2004 at 02:15
Wow, nice models everyone! I have a heck of a time with anim8or, maybe i'll try a free trial of 3ds max. Keep em coming! These models look great!
btw, what do you use for UV mapping, sluggs (or anyone else?)
Ottoj55 on 30/9/2004 at 02:32
theres a uv tool for stretching and rotating, paint shop to design and patience.
Jake on 30/9/2004 at 02:35
I could never get the uv tool to work. It would always distort my texture in odd ways.
Oh well, i'll leave the modelling up to you young folks! ;)
<size=1> I'm 13, btw. </size>
Yandros on 30/9/2004 at 13:14
Looks great, sluggs! You say there's going to be built-in lighting? That's ultra cool.
My next object is in the works, and I think it's going to be quite useful to alot of folks. It's something I've wanted someone to make for a long time... and now I can make it myself! :D
Sluggs on 30/9/2004 at 13:18
Thanx Yandros. :D Yes, it's going to have it's own lighting. :D Probably strip lights.
I'm intrigued Yandros. Looking forward to seeing your next object.O/
Yandros on 30/9/2004 at 13:19
Quote Posted by Jake
I could never get the uv tool to work. It would always distort my texture in odd ways.
I took me a solid hour of fiddling before I got the hang of it. My :idea: was when I realized I need to select the view where the detached face I'm texturing is viewed head-on before setting its UV properties. Now it's easy (but time consuming).
R Soul on 30/9/2004 at 13:49
It's best to imagine a cinema projector.
If the projector is is pointing straight at the wall then that's fine, but if it's at any other angle that the image will be stretched.
Ottoj55 on 30/9/2004 at 13:56
jake, try using the ctrl key and the right mouse button, this allows you to stretch the textures, inside the circle for non proportional, outside for proportional i think, and it helps if the texture is pretty close to the size of the object, a 256x256 texture for instance will cover a 16x16 unit surface nicely with nice detail, but a 4x4 surface might look nicer if you use a 64x64 texture rather than compressing the larger texture to it.
R Soul on 30/9/2004 at 14:09
If you have a three button mouse, the middle button can also be used to scale.
Left button rotates
Right button slides
The sliding seems to be in fixed increments, so for a small object it can be really frustrating. You can scale the object up (eg 100), slide the texture around much more easily, then scale it down to the original size (e.g 0.01).
(I think that may have already been mentionsed in this thread, but it can't hurt to sat it twice :cool: )
For sliding, see what happens when you put the mouse in one of the little squares and move it in different directions :cool: