Metasequoia modeler tutorials and Keynote translated plugins - Printable Version +- Sword of Moonlight Forums (https://forum.swordofmoonlight.com) +-- Forum: Sword of Moonlight (https://forum.swordofmoonlight.com/Forum-Sword-of-Moonlight) +--- Forum: SOM Guides, FAQ and Help (https://forum.swordofmoonlight.com/Forum-SOM-Guides-FAQ-and-Help) +--- Thread: Metasequoia modeler tutorials and Keynote translated plugins (/Thread-Metasequoia-modeler-tutorials-and-Keynote-translated-plugins) |
Re: Metasequoia modeler tutorials and Keynote translated plugins - airflamesred - 2011-06-21 I wouldn't bother with a patch on these. From what I've seen in games, 8 poly on the circumfrence is enough and thats easy enough to work with. I haven't done much with this - Its not fair to mess with other peoples designs but managed to halve the poly count on the arm. Its really a guess on the level of detail (LOD) it really depends on how close the camera is going to get and if its animated then there is less to concentrate the eye on. With the eyes, I would just copy from the 'chara constr' file that comes with keynote. Well done to John for all the tedious work with the anchors. I was just thinking ; create the bones add the auto anchors which will give mats to the bones then delete the anchors. Then just atatch the bone mat to the relevant mesh. Any quicker method John? Re: Metasequoia modeler tutorials and Keynote translated plugins - Creatura - 2011-06-21 thanks for the advice but why the middle finger? Re: Metasequoia modeler tutorials and Keynote translated plugins - airflamesred - 2011-06-21 Ahhh sorry. We brits don't use that one. It hadn't even occured to me Re: Metasequoia modeler tutorials and Keynote translated plugins - HwitVlf - 2011-06-23 (2011-06-21, 11:45 AM)airflamesred link Wrote: I was just thinking ; create the bones add the auto anchors which will give mats to the bones then delete the anchors. Then just atatch the bone mat to the relevant mesh. Any quicker method John?That's the method I've been using, and it works quite well. And once you've made a humanoid skeleton, you can use it on other models by just moving the joints to the right place. Re: Metasequoia modeler tutorials and Keynote translated plugins - HwitVlf - 2011-06-24 (2011-06-17, 10:22 PM)Verdite link Wrote: I know that he's got the wide eyes going on but thats a wee trait of mine. (fish reference.)Ha, speaking of weird looking eyes... Re: Metasequoia modeler tutorials and Keynote translated plugins - airflamesred - 2011-06-24 Unless anyone one knows something I don't, the anchorless method leaves us with problems adding a texture no? Or jpeg to be precise. what happened with your skeleton, Creatura in this regard. Re: Metasequoia modeler tutorials and Keynote translated plugins - Creatura - 2011-06-24 I didn't have time to work on it recently because I was out for work. I made quick Excellector model though and posted in associated topic here. Re: Metasequoia modeler tutorials and Keynote translated plugins - airflamesred - 2011-06-26 Whilst digging a hole last week I was suddenly overcome with a fear that attatching a mat to a portion of mesh that this would cause problems adding a single jpeg. However, each mat can reference the same jpeg - doh!. So disaster averted. There is a problem with exporting the UV map though- I think? unless you export each mat layer separately and then combine the layers. Come to think of it I have a plugin which may sort this. Is this making sense? Re: Metasequoia modeler tutorials and Keynote translated plugins - airflamesred - 2011-06-26 (2011-06-26, 12:03 PM)airflamesred link Wrote: Is this making sense? Clearly not! I hadn't turned 'material' off (the left side Uv menu). Too be honest I hadn't noticed what it did up until now! Normal service resumed. Re: Metasequoia modeler tutorials and Keynote translated plugins - Verdite - 2011-07-07 This really is a treasure trove for meta and keynote users. Looking forward to modelling again, cant really model anything on a laptop, especially without a numpad for box modeling heads in blender :) Hope you're all having fun at modelling, keep going! |