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Author Topic: face colors  (Read 17405 times)

gattispilot

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Re: face colors
« Reply #15 on: February 18, 2010, 10:47:48 am »

What's a good way to optimize?  The script I use to export into a .msh for Orbiter will not use multiple materials.  So I have to cut the face and apply the texture.  That is the problem is when I cut the arm to apply the new badge texture.
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ADSohr

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    • CGForStarters - An animation club
Re: face colors
« Reply #16 on: February 18, 2010, 11:06:21 am »

hey, gattispilot

i've also worked on meshes for orbiter, when you use the 3ds2msh plugin for orbiter it does automatically triangulate the quads for you. it makes life simpler  :)
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gattispilot

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Re: face colors
« Reply #17 on: February 18, 2010, 08:44:41 pm »

ok here is a part of the arm I am trying to do.  On the render view The badges are crisp but the arm isn't.  But I am trying to get rid of the dark area below the square patch.
http://www.4shared.com/file/224979003/3d573810/armhelp.html


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Raxx

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Re: face colors
« Reply #18 on: February 18, 2010, 09:07:09 pm »

Your main problem is that your patches are separate meshes from your arm. Select the patches and the arm and then go to join->solids. Then select all the points of the arm and go to edit->merge points with a merge distance of 0.001

I looked at the arm and even optimized it a bit, but here's a tip: instead of cutting and slicing the mesh every which way, learn how to uvmap and texture...also remember that you need to try this stuff out in the game every so often to see how it would look. In-game some of these creases won't exist since usually game engines implement a smooth angle of 180 degrees with exceptions to specified smoothing groups/creases. The same goes for the materials in regards to how the game will handle them differently.
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gattispilot

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Re: face colors
« Reply #19 on: February 18, 2010, 09:58:34 pm »

Thanks.  The reason it is cut is the script I use does not allow multiple materials so each mesh must have its own material.  I am using the anim8or to .msh script.  I think the dark area is a fold or crease that need to smooth out.
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Raxx

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Re: face colors
« Reply #20 on: February 18, 2010, 10:11:14 pm »

Thanks.  The reason it is cut is the script I use does not allow multiple materials so each mesh must have its own material.  I am using the anim8or to .msh script.  I think the dark area is a fold or crease that need to smooth out.

All the more reason to learn how to unwrap and texture a model! This way you only need one material for the entire mesh and you can place all your details on one texture.
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