Metasequoia modeler tutorials and Keynote translated plugins

^A good example. The Metal Gear Solid series, if nothing else has always been very easy on the eyes. The character models are beautiful in that way that only Japanese artists seem to understand. But the new game trailers for V look like rubbish...

https://www.youtube.com/results?search_t...ory=0&page=

If not for sex appeal, I don't know if this series has anything else to offer. It looks like screen actors are having their heads scanned or something and then piped through the usual normal map etc regime, for very ill effect.

More than anything I think I worry that SOM enthusiasts won't get the esthetic right. As long as we prod one another to look towards the likes of KFIV for direction I think we'll be alright. But if we go the way of the shopping mall I fear what will become of us. Down to earth is the only way I know how to say it. Its like the original Star Wars vs. Peter Jackson's Lord of the Rings. One is believable, the other looks like a department store catalog.

PS: This is not offtopic. 32 pages in it may be. But its a reply to the above post.
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I tend to use very basic functions of texture tools, like baking base textures. If I deviated from my art style now - drawing my textures and ambient occlusion by hand, my finished product would look awful.
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Some good points there Holy Diver. Things like normal mapping, and maybe ptex, are a natural progression towards realism. Once we get to that point, where things are indistinguishable from real, it will be boring and sense of style will have emerge again.
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(2013-04-21, 08:02 PM)airflamesred link Wrote: Some good points there Holy Diver. Things like normal mapping, and maybe ptex, are a natural progression towards realism. Once we get to that point, where things are indistinguishable from real, it will be boring and sense of style will have emerge again.

If MGSV looked real, like a movie, I don't think that would be a problem. The problem is its actually visually inferior to even MGS3 on the PS2. It may just be the staff is not up to it. A lot of Japanese IPs are having their games made in the west too nowadays. Which can only be bad.

Japanese movies are horrible today. But its hard to believe that there was a time when Japan was producing the cream of the crop of cinema. Quality just seems to come and go in decade long cycles. But western video games have never been very good. Neither beautiful nor fun (of course there are a handful of exceptions excluding games that either inspired Japan or were inspired by Japan)
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For those that maybe interested here is a plugin for bevelling. I know its been fixed in the new version but this is easier to work with. Plugins/object. Seems a bit odd to bevel the whole object but with this you can set min and max angles and it does it all for you. There are some other options but my japanese isn't as good as John's, hint,hint!!!!


Attached Files
.zip   beveledge.zip (Size: 219.98 KB / Downloads: 150)
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Thanks Mark, sorry to pester you more but do you know if there is a quick edge select plugin? I used it often in blender, you hold ctrl+right click an edge to select a line of connected edges.
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ver 3 has one as standard and there's one John translated, on the first page.
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Sorry for the delayed response! I got busy for a bit there.

Anyways, here's the translated BevelEdge plugin. The "Max Angle considered flat" setting is a bit confusing to me. It seems to affect which faces are joined when beveling complex shapes. I found the readme and it doesn't have any directions at all. So my translation may be a bit wonky. If you figure out a better phrasing, let me know.

One part in the readme may be a bit useful:

Process is done in stages
1. Separate existing polygons
2. Create bevel
3. Join old and new vertices
4. Plug holes in corners.



Attached Files
.zip   BevelEdge-Trans.zip (Size: 218.04 KB / Downloads: 163)
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Lovely, thanks John. The panel looks fine.
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Recognize this? ver 4 beta


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