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Thread: Get learning Anim8or!

  1. #51
    Member
    Registered: Dec 2002
    Location: St.Zagora
    Yes, you can't use this size. As far as I know the max size is 256X256.
    UVMapper have an option to choose the texture size. File-> Save Texture Map/ and choose width and height. Then you save the model. Then load the model in animator and use the resized texture. (when you resize the texture always resize the object through UVMapper for the same size).

  2. #52
    Member
    Registered: Jul 2003
    Location: United Kingdom
    What i don't understand is...

    Every single custom object that i have looked at, doesn't use such a texture file that UV mapper creates, as in one texture divided up into segments. All the objects that i have seen, have a single, square texture, for each side/part of the object. Does that mean that nobody has made their object textures using such a program like UV mapper and has created them another way or what? This is what is bugging me. I have been advised to use UV mapper but doing so just creates one texture for the whole object and those objects that i have seen use various textures for each part of the object. I'm baff taff baffled! I really don't want to have to release objects textureless as they just look plain!

    For those who want to see what the UV Mapper textures look like...



    This is a single texture that fits over the object like a glove.

    Example:

    You create your object and then export it as an .obj file then you load it into UV Mapper and create a texture map, saving that and then saving the object again, and then load the texture into a paint program and edit it and then load the newly saved object into Anim8or and apply the new texture.

    So that's the UV Mapper way! I've never seen any textures like that one in any custom objects before! I don't think UV Mapper is really meant for low poly models like the Thief one's myself, but for high poly one's like the Eggplant object!

    Someone please give me a hint on the best way to make textures please, i't doing my head in! I guess since the UV Mapper way works, i'll do it that way but i can't understand why nobody else uses this method.
    Last edited by Sluggs; 25th Mar 2007 at 00:40.

  3. #53
    Member
    Registered: Feb 2002
    Location: Go is to the fountain.
    Most of the textures do not have all of the model squeezed onto it, as most of the time it looks too pixellated with 256x256 split on so many surfaces. Besides, if each texture represent only one material, it's much easier to recycle textures on other objects.

    [edit]
    Now imagine that image scaled down to 256x256...
    Though you could put them shapes a bit closer to each others.
    [/edit]

  4. #54
    Member
    Registered: Nov 2002
    Location: ColoRADo
    A 3d forum would be cool. I tried to get a link to LPG on the TTLG main page since it is a site dedicated to modelling specifically for this community but I never got a reply.
    --------------
    Sluggs.
    UVW unwrappers will unwrap to one texture, which is really best unless you are using multiple existing textures.

    If you want to use multiples you'll have to divide the main object into sub-objects. Then unwrap each one to it's own map. I don't know Anim8or so you'll have to figure that out. Then you can combine them and weld vertices so it'll be one object with multiple maps.

    In 3dMax you can use a texture with multiple maps. You have to select the faces you want one map to use. It's like breaking it up into multiple objects without dividing it.

    Good thing about dividing the object into sub-objects is that you get to use planar mapping on one part and cylindrical mapping on another part while using cubic m,apping on yet another part. (more options)
    Low Poly Guild Low Poly Models for the Gaming Community
    Link should work now :)

  5. #55
    Member
    Registered: Nov 2002
    Location: ColoRADo
    The bonus of multiple maps is that an object can have better detail. But at a sacrifice to file size.

    256x256 is the largest you can use for a map.

  6. #56
    Member
    Registered: Jul 2003
    Location: United Kingdom
    Ahh Schwaa, i think that splitting the object up into parts when complete and making a separate map for each would be much better, and easier to texture! That's a great concept! Thanx very much.

  7. #57
    Member
    Registered: Dec 2002
    Location: St.Zagora
    Quote Originally Posted by sluggs
    Ahh Schwaa, i think that splitting the object up into parts when complete and making a separate map for each would be much better, and easier to texture! That's a great concept! Thanx very much.
    Yepp...I thought that tou've been creating your object just like that. That's why I didn't understand you.
    I feel happy for your progress in Anim8or. You seem to be very excited about it. Keep it up!

  8. #58
    Member
    Registered: Dec 2002
    Location: St.Zagora
    Today I'm creating a new key. It has been a long time since I was making a key.
    I don't remember how to resize the object when Garrett handle it. When it's on the ground it has normal size, but when I grab it, it's out of proportion with the former. It was something very easy, but I don't remember....

  9. #59
    Member
    Registered: Jul 2003
    Location: United Kingdom
    Hmm.. Can't help ye with that yet! Yes, i'm enjoying learning Anim8or, it's nice to get away from Dromed for a bit. Are you going to show us your new key when it's finished?
    Last edited by sluggs; 30th May 2004 at 19:19.

  10. #60
    Member
    Registered: Dec 2002
    Location: St.Zagora
    Quote Originally Posted by sluggs
    Hmm.. Can't help ye with that yet! Yes, i'm enjoying learning Anim8tor, it's nice to get away from Dromed for a bit. Are you going to show us your new key when it's finished?
    No my friend. It's an ancient pagan key called Scripton's Tectogram. I don't want to show my mission unfinished, even a part. But when everything is done, I promise, you'll be the first to know.

  11. #61
    Member
    Registered: Jul 2003
    Location: United Kingdom
    OK - That's fair enough. Can i ask that you post how you fixed the size thing with the key, when you have fixed it that is, here for myself and other taffers' to learn from please? (I think i will make a key later on)

    Thanx

  12. #62
    Member
    Registered: Dec 2002
    Location: St.Zagora
    Of cource. It was so simple, but now I can't recall a thing. I need to get my rest for today.

  13. #63
    Member
    Registered: Dec 2002
    Location: St.Zagora
    Ahh.. yes! So the original size of the object can be changed using the tool, called SCALE. ( the picture of it represents two cubes met edge to edge, it is placed in right of the NON-UNIFORM SCALE). And this size appears when you handle the object. It's preferable to make your object small, in anim8or. Then you can make additional fix in DromEd / Edit -> Add -> Shape -> Scale / The size change in DromEd, no matter how big your object is in front of you, doesn't influence the size of your object when it's taken. You can change this size only through Anim8or.
    Aughhhh. Enough for today.

  14. #64
    Member
    Registered: Jul 2003
    Location: United Kingdom
    I see what you mean! So for a key, you have to scale it right down in Anim8or, for the inventory view in Thief, and scale it up using Dromed to the correct size, for viewing in-game, and hey presto!

    Thanx for that tip. Simple indeed!

    By Schwaa...Good thing about dividing the object into sub-objects is that you get to use planar mapping on one part and cylindrical mapping on another part while using cubic mapping on yet another part. (more options)

    That's awesome! (What's even more awesome is the fact that i know what you're talking about!)
    Last edited by sluggs; 30th May 2004 at 19:20.

  15. #65
    Member
    Registered: Nov 2002
    Location: New Zealand
    I think a 3D Object Creation forum wouldn't be all that useful. There isn't actually very much discussion of the process of creating objects, and seperating it from TEG and the SS2 Editing forum would mean searching for relevant information could mean looking at as many as four forums (the splitting of the old TEG into the current TEG and SS2 Editing forums was bad enough). It's just too specialised to have its own forum, I reckon.

  16. #66
    Omg Sluggs, you are so popular because I just searched with the word Anim8ator in Google and this thread is only 7th from the top!! Everyone go see for yourself. It's just so amazing!!

  17. #67
    Member
    Registered: Nov 2002
    Location: New Zealand
    If you search Google for "Anim8ator" you get no matches, and if you search for "Anim8tor" this thread is the seventh result. If you use "Anim8or" (the correct name of the program) it's a long way back (not in the first 300, and probably quite a bit further).

  18. #68
    Hmmm, that's interesting and perhapes this thread would still be on the first page of Google if Sluggs spelled it right.

  19. #69
    Member
    Registered: Jul 2003
    Location: United Kingdom
    Oops! *Goes to fix it!*

    Sluggs'll fix it for you, and you and you, bah bah baaaaah *Ahem!*

  20. #70
    Member
    Registered: Jul 2003
    Location: United Kingdom
    This one's for you GBM! (And others to learn from) http://www.jabberdoggy.com/Tutorials.../GBMatrix.html

  21. #71
    Member
    Registered: Dec 2002
    Location: St.Zagora
    Hey, guys. I was thinking... I don't know about the 3d creating forum.. but why don't we make a site where we can upload our 3d stuff. I mean... fellows like Schwaa, who are so in the 3d design that they dream 3d objects while sleeping and they may have hundreds of objects. That's why they have their sites. I, for example, create objects for my own needs...I have few objects- 5 or...something. I can't see a reason to make my own 3d-object site. I can do it because I've written a few sites ( in the HTML days ), but now- don't look at me. I'll write something only for my own amusement. So.. my idea is to make a group or something and to create our shared site where we can upload 3d objects.

    Is there someone who agrees with me?

  22. #72

  23. #73
    Member
    Registered: Nov 2003
    Location: Earth
    This one's for you GBM! (And others to learn from) http://www.jabberdoggy.com/Tutorial...d/GBMatrix.html

    Ah, looks very interesting to try. I guess that will be some time in the future; my first try on object creation in Anim8or.

    BTW: sluggs, that's better now. ("Anim8tor" changed to Anim8or)

    --Would you mind, when I am finished that is, to host a demo mission of mine?
    I can't fit worth nothin' on my site. I am not sure what exactly I am doing, but I will let you know the basic storyline. It is supposed to be about Garrett going to a underground cave to find the Horn Of Quintus(yes, I have burricks in T2, this is a T2 mission) and also finding a sword that was made by Targa I believe. Great looking sword. The reason I am having him find it is, because Garrett can't bring everything with him, and since this sword looks way better than the original, it makes since that you would have to go get it. The downside is, you don't have a sword.

    ~SG

  24. #74
    Member
    Registered: Nov 2002
    Location: ColoRADo
    The site is there...

    But it needs to be maintained. Right now with a broken down computer I'm not getting much done. If anyone wants to help out I could use it.

    It would require Photoshop and a 3d program to take pics of objects. It also requires basic HTML knowledge. Really a pretty simple gig... If anyone is interested:

    schwaa11@hotmail.com
    Low Poly Guild Low Poly Models for the Gaming Community
    Link should work now :)

  25. #75
    Member
    Registered: Jul 2003
    Location: United Kingdom
    Quote Originally Posted by sNeaksieGarrett
    --Would you mind, when I am finished that is, to host a demo mission of mine?
    I already said that i would in a PM! As for the GBM model tut, NO! - You must start learning Anim8or using the Eggplant tut!

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