2011-05-24, 11:10 AM
Assuming you have the plugins in the correct folder you may need to move up to a later version of mets. 2.4.13 is the current release.
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Metasequoia modeler tutorials and Keynote translated plugins
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2011-05-24, 11:10 AM
Assuming you have the plugins in the correct folder you may need to move up to a later version of mets. 2.4.13 is the current release.
2011-05-24, 12:08 PM
Dont mean to sound condescending but check that your plugins are exatly in the right places, i had this error too.
2011-05-24, 09:33 PM
Outdated, I'm supprised the display wasn't in black and white!
Seriously though, I'm supprised that version of meta ran on windows 7
2011-06-03, 12:26 AM
OK
This zip contains two anims with just a couple of things that may crop up while modelling. They are more for higher poly stuff but still maybe usefull and I hope you will find interesting. And another use for keynote I hadn't thought of before!
2011-06-04, 12:05 AM
I thought after about the textures - thanks for pointing that out. I realised after that I should have said to just delete the faces and then make new ones. The operation is called spin quad or spin edge and there is a plugin for it but I don't find it any quicker.
The idea of keeping with quads is so that if you have a similar situation on a different part of the mesh and need to put the loop cut in, you know where its going. TRis get tricky at UV stage as well.
2011-06-10, 06:15 AM
there is a hand model included in the how-to.
It looks great. how did you make fingers? Is there any easy way? Or do I have to draw them piece-by-piece?
2011-06-11, 01:20 AM
There are a few ways to get a decent hand. Metasequoia has a plugin that creates a body with good low-polygon hands (object > create > m_bodyGen Beta). You can make one from scratch -tutorial. There are also some free collections of hand models floating around the internet.
Personally, I have a few hand and foot models that I've made to look the way I want and I 'splice' them into new models and adapt them as needed. |
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