Listed in: | 3D Studio MAX |
Date: | 2000-05-06 |
Author: | ali |
12:43 | Antimorph: | you'll see a gap, we need to figure out how to align the wall and fllor so that this dissapears |
12:43 | scloink: | hmmm |
12:44 | scloink: | odd |
12:44 | scloink: | problems |
12:44 | scloink: | hang on |
12:44 | Antimorph: | I don't know how to fix that yet |
12:44 | Antimorph: | what sort of problems |
12:44 | scloink: | aha |
12:45 | scloink: | I have the middle button working |
12:45 | Antimorph: | the rotate? |
12:45 | scloink: | yes |
12:45 | Antimorph: | Wooohoo |
12:45 | triple6s: | problems his brain cut off supply to his hands |
12:45 | scloink: | it seems I messed up the pivot point somehow |
12:45 | scloink: | and it was rotating |
12:45 | Antimorph: | s'ok |
12:45 | scloink: | but on a large scale |
12:46 | Antimorph: | hmm, ok go to hierachy |
12:46 | scloink: | ok to the back building |
12:46 | Antimorph: | select affect pivot only |
12:46 | Antimorph: | and center it to the object |
12:46 | scloink: | where is that |
12:46 | scloink: | it is fine now |
12:46 | scloink: | I reloaded |
12:46 | scloink: | from your file |
12:46 | Antimorph: | Hierarchy is the 4th one left from the hammer |
12:46 | Antimorph: | k |
12:47 | Antimorph: | OK, go to the back of the rear building into the rear left corner and make a note of the gap |
12:47 | Antimorph: | Its not serious, but its a pain |
12:47 | Antimorph: | When you've seen it |
12:47 | Antimorph: | go to modifiers, edit mesh, sub-object polygon |
12:48 | Antimorph: | press F2 |
12:49 | Antimorph: | press f4 |
12:49 | scloink: | hang on |
12:49 | Antimorph: | now select all the polygons that make the floor in the left building |
12:49 | scloink: | is it between the back wall |
12:49 | Antimorph: | ok |
12:49 | scloink: | and the floor |
12:49 | Antimorph: | yeah |
12:49 | Antimorph: | on the left corner especially |
12:50 | Antimorph: | you could lose a cigerette down it |
12:51 | Antimorph: | I probably moved some of the polygons on the floor slightly to generate that gap |
12:51 | Antimorph: | if so its relatively easy to fix |
12:51 | scloink: | ok I need to select all polys that make up the left building floor |
12:51 | Antimorph: | you can move polygons accidently if your not careful when your selecting them |
12:52 | Antimorph: | yeah, but press |
12:52 | Antimorph: | F2 and F4 first |
12:52 | scloink: | I did |
12:52 | Antimorph: | kewl |
12:52 | scloink: | what does that do |
12:52 | Antimorph: | do you see all the edges now |
12:52 | scloink: | no |
12:52 | Antimorph: | I may have to send you my user interface |
12:52 | Antimorph: | just a sec |
12:52 | scloink: | they were there before |
12:53 | Antimorph: | ok |
12:53 | Antimorph: | select a face, does it turn red? |
12:53 | Antimorph: | solid red |
12:53 | scloink: | yes I hit F2 and F4 again |
12:53 | scloink: | brought up the edges |
12:53 | Antimorph: | kewl |
12:54 | Antimorph: | and does it show red when you select a polygon |
12:54 | scloink: | yes |
12:54 | Antimorph: | kewl |
12:54 | Antimorph: | now go to modifiers, uvw *unwrap* |
12:54 | Antimorph: | and then edit |
12:54 | triple6s: | bbialb |
12:54 | scloink: | ok |
12:54 | SuperTard: | anyone know a good message board script for a web site, or.. |
12:55 | Antimorph: | click on the options icon to the left of "Map #1" |
12:55 | SuperTard: | know if you'll get in trouble for using a hacked UBB |
12:55 | SuperTard: | the one that RP uses |
12:55 | SuperTard: | for a non-revolt related site for a freind of mine.. they need a good message board script |
12:56 | scloink: | I have no idea ST |
12:56 | SuperTard shuts up | |
12:56 | SuperTard: | ok |
12:56 | Antimorph: | me neither |
12:56 | scloink: | hehe |
12:56 | SuperTard: | as you were soldiers |
12:56 | Antimorph: | sorry ST |
12:56 | scloink: | thank you sir |
12:56 | Antimorph: | heh |
12:56 | Antimorph: | ok did you open up the options dialog scloink? |
12:56 | scloink: | yes |
12:56 | Antimorph: | Tell me what it says in weld threshold |
12:57 | scloink: | 3.01 |
12:57 | Antimorph: | kewl, that means that value exports with .max |
12:57 | SuperTard: | ill have the sdk for 3dsmax later today |
12:57 | Antimorph: | kewl |
12:57 | Antimorph: | click cancel |
12:57 | scloink: | ok |
12:57 | SuperTard: | problems gettting on the guys site, think he fell asleep without turning it on :( |
12:57 | Antimorph: | ok you see the square over the wooden tile |
12:57 | SuperTard: | damn drunken swedes |
12:57 | scloink: | yes |
12:58 | SuperTard shuts up again | |
12:58 | SuperTard: | bbl |
12:58 | scloink: | looks like several |
12:58 | scloink: | hehe |
12:58 | scloink: | ok |
12:58 | Antimorph: | Thats actually every virtually polygon on top of each other |
12:58 | scloink: | ok |
12:58 | Antimorph: | they are not perfectly aligned with each other |
12:58 | Antimorph: | thats what we're gonna fix |
12:58 | scloink: | I see |
12:58 | scloink: | ok |
12:58 | Antimorph: | draw a selection box around the UV vertices on one corner of the box |
12:59 | scloink: | ok |
12:59 | Antimorph: | they'll turn red, now click on "Weld Selected" which is to the left of "Update Map" |
12:59 | scloink: | cool |
12:59 | Antimorph: | do that for each corner |
12:59 | scloink: | easy enough |
12:59 | scloink: | ok |
12:59 | scloink: | ok done |
12:59 | Antimorph: | now use the magnifying glass to zoom in |
13:00 | scloink: | to which area |
13:00 | Antimorph: | and make sure that each corner vertex is at the corner of the bmp |
13:00 | scloink: | ok hang on |
13:00 | Antimorph: | we want to reduce tiling artifacts |
13:00 | Antimorph: | by making this accurate |
13:01 | Antimorph: | draw boxes to select the corner vertices and move them to the extremes of the floor texture |
13:01 | scloink: | ok well it needs a little adjusting |
13:01 | Antimorph: | yeah. but that will pay off |
13:01 | scloink: | ok give me a min |
13:01 | Antimorph: | you can pan the bmp with the middle mouse button |
13:03 | Antimorph: | hmm |
13:03 | Antimorph: | I'm still seeing tile seems |
13:03 | scloink: | ok done |
13:03 | scloink: | me too |
13:03 | Antimorph: | Try this, |
13:04 | Antimorph: | go to the options dialog and turn on "mid pixel snap" |
13:04 | Antimorph: | then change the vertices so they lie halfway on the outer pixel of the bmp area |
13:05 | Antimorph: | you'll need to soom in quite far |
13:05 | scloink: | ok |
13:05 | Antimorph: | actually |
13:05 | Antimorph: | although its better than it was |
13:05 | Antimorph: | its still not perfect |
13:05 | Antimorph: | try goin a full pixel in |
13:08 | Antimorph: | I won't pretend to understand |
13:08 | Antimorph: | but you see what I was trying to do |
13:08 | Antimorph: | and it will be better than before at leasst |
13:08 | scloink: | yea I see |
13:08 | scloink: | looks good though |
13:09 | Antimorph: | ok, the same needs doing on the rest of the floors |
13:09 | Antimorph: | but I'll let you do that at your pleasure |
13:09 | SuperTard: | back |
13:10 | SuperTard: | gonna go test some stuff |
13:10 | Antimorph: | close the edit window, we're gonna try and map a wall |
13:10 | Antimorph: | which wall you wanna do |
13:11 | scloink: | hang on |
13:11 | Antimorph: | if you turn of mid pixel snap |
13:11 | Antimorph: | off even |
13:11 | Antimorph: | and click on the pixel snap icon on the right bottom of the edit window |
13:11 | scloink: | I didn't |
13:11 | Antimorph: | you may find that better |
13:11 | scloink: | ok |
13:11 | scloink: | I will play with it |
13:12 | Antimorph: | mid goes to the middle of the pixel, I think the tiling looks cool with one pixle remaining outside though |
13:12 | Antimorph: | I think there is something at work here, antialiasing or something |
13:12 | scloink: | is the back room finished |
13:12 | Antimorph: | no, |
13:12 | Antimorph: | nothing is finished. hehe |
13:13 | Antimorph: | ok, are you ready to move on |
13:13 | scloink: | because if it is |
13:13 | scloink: | I wann do that wall |
13:13 | scloink: | ok?? |
13:13 | scloink: | hello |
13:14 | Antimorph: | which wall |
13:14 | Antimorph: | got a bit lagged then |
13:14 | Antimorph: | The walls will be tricky |
13:14 | Antimorph: | cos we need to detach them |
13:15 | scloink: | ok |
13:15 | Antimorph: | but I wanna show you something on the floor |
13:15 | Antimorph: | of the rear room |
13:15 | scloink: | can we do a wall in the rear room |
13:15 | Antimorph: | go to a position where you can see the floor of the rear room |
13:15 | scloink: | because that is the one that needs to be tiled |
13:16 | scloink: | ok there |
13:16 | Antimorph: | you see how the concrete forms circles |
13:16 | scloink: | yes |
13:16 | Antimorph: | ok, we're gonna call that organic mapping |
13:16 | scloink: | ok |
13:16 | Antimorph: | you cant really see the circles when you're in car |
13:16 | scloink: | ok np |
13:16 | Antimorph: | and its quicker than inorganic mapping |
13:16 | Antimorph: | so use it as you wish |
13:17 | scloink: | I see a prob on the right room |
13:17 | Antimorph: | ok, look to the rear wall |
13:17 | Antimorph: | yeah, thats from modelling the door badly |
13:17 | Antimorph: | I assume you talking about the floor tile |
13:17 | scloink: | yes |
13:17 | scloink: | hehe |
13:18 | Antimorph: | It doesn't look too bad in car |
13:18 | Antimorph: | it will be a pain to fix |
13:18 | Antimorph: | we'll deal with that later ok |
13:18 | scloink: | o0k |
13:18 | scloink: | ok |
13:18 | scloink: | brb |
13:18 | Antimorph: | The rear wall is currently tiled with wood |
13:18 | Antimorph: | k |
13:19 | scloink: | ok back |
13:19 | scloink: | yes I see that |
13:19 | Antimorph: | do you wanna use the white wall texture from the other bmp |
13:20 | scloink: | the white brick |
13:20 | Antimorph: | k |
13:20 | Antimorph: | what we need to do is detach the walls from the floors |
13:20 | scloink: | ok |
13:20 | Antimorph: | so that we can work on the walls with the right bmp |
13:20 | scloink: | ok |
13:20 | Antimorph: | first though, you may wish to fix the gap, I believe I know how |
13:20 | scloink: | how do we do that |
13:21 | scloink: | ok lets do that |
13:21 | Antimorph: | just a sec |
13:21 | scloink: | what is your background color set at |
13:21 | Antimorph: | black |
13:21 | scloink: | ok |
13:21 | scloink: | let me change |
13:22 | scloink: | how do I change color |
13:23 | Antimorph: | customise, preferances, colour |
13:23 | Antimorph: | top left drop down, viewport background |
13:23 | Antimorph: | change it to black |
13:24 | scloink: | cool |
13:24 | Antimorph: | ok go to edit mesh when your done |
13:24 | scloink: | done |
13:24 | Antimorph: | subobject polygon |
13:24 | Antimorph: | check the box, ignore backfacing |
13:24 | Antimorph: | and select all the polygons on the floor that are next to the rear wall and rear left wall |
13:24 | scloink: | I cannot see a gap |
13:25 | Antimorph: | go closer |
13:25 | scloink: | ahhh |
13:25 | scloink: | I see |
13:25 | scloink: | :) |
13:25 | Antimorph: | actually scrub that |
13:25 | Antimorph: | I think we'll weld instead |
13:25 | scloink: | could loose a tire there |
13:25 | scloink: | hehe |
13:25 | scloink: | ok |
13:25 | Antimorph: | actually you can't.heh |
13:26 | Antimorph: | i tried |
13:26 | Antimorph: | :) |
13:26 | scloink: | hehe |
13:26 | scloink: | that small |
13:26 | Antimorph: | ok make sure ignore backfacing is *not* checked |
13:26 | Antimorph: | in the edit mesh modifier go to subobject vertex |
13:26 | scloink: | where |
13:26 | Antimorph: | where what |
13:26 | scloink: | where is ignore backfacing |
13:27 | Antimorph: | in the edit mesh modifier heh |
13:27 | Antimorph: | you got it? |
13:27 | scloink: | yea it is not checked |
13:27 | Antimorph: | when you do go to the rear bottom corner of the rear room |
13:27 | Antimorph: | and select all the vertices from the wall and the floor that should make that corner |
13:28 | Antimorph: | we're gonna weld them together |
13:28 | scloink: | bottom corner |
13:28 | Antimorph: | far corner, whatever you like, where the gap is |
13:28 | scloink: | ok |
13:28 | Antimorph: | we'll be repeating this for where the gap is and theres a junction between wall and floor |
13:28 | Antimorph: | selected? |
13:29 | scloink: | not yet |
13:29 | scloink: | I am reading |
13:29 | Antimorph: | k |
13:30 | scloink: | it is not turning red |
13:30 | Antimorph: | you must select |
13:31 | Antimorph: | sub-object vertex |
13:31 | scloink: | yes |
13:31 | scloink: | I have that |
13:31 | Antimorph: | ok, collapse the stack |
13:31 | Antimorph: | see if we can free up memory |
13:32 | scloink: | ok sorry but where is that |
13:32 | scloink: | hehe |
13:32 | Antimorph: | above subobject vertex, just to the right you'll see what looks like a stack of paper |
13:33 | Antimorph: | click it and select collapse |
13:33 | scloink: | ok |
13:33 | scloink: | done |
13:33 | SuperTard: | yea me |
13:34 | Antimorph: | ok, click on subobject vertex, and try and select some vertices |
13:34 | scloink: | ok I have all selected but the corners |
13:34 | SuperTard: | 5 new prms for our level scloink |
13:34 | scloink: | you want those selected too |
13:34 | scloink: | cool ST |
13:34 | Antimorph: | no |
13:34 | scloink: | I am working on it now |
13:34 | Antimorph: | all I want is the corners |
13:35 | Antimorph: | we're gonna weld vertices to get rid of the gap |
13:35 | scloink: | ok |
13:35 | Antimorph: | weld as in, stick together |
13:35 | scloink: | I mean the corners in back right and back left |
13:35 | Antimorph: | sigh. |
13:35 | Antimorph: | hehe |
13:35 | Antimorph: | hmm no |
13:36 | Antimorph: | just do it one bit at a time |
13:36 | scloink: | I have the ones selected along the back |
13:36 | Antimorph: | Oh god |
13:36 | Antimorph: | lol |
13:36 | scloink: | that is what I meant |
13:36 | scloink: | hehe |
13:36 | Antimorph: | ok, we can try that |
13:37 | scloink: | what are you wanting me to do |
13:37 | Antimorph: | go down on the right menu to where you see weld |
13:37 | Antimorph: | Ok, I'll restate |
13:37 | Antimorph: | Were looking at a gap between the rear wall and the floor in the back room |
13:37 | scloink: | yes |
13:37 | Antimorph: | can you see the edges for each tile on the wall and floor |
13:38 | scloink: | yes |
13:38 | Antimorph: | if you can't hit f4 |
13:38 | Antimorph: | ok |
13:38 | Antimorph: | the tiles on the wall and floor are roughly the same size |
13:38 | scloink: | yes |
13:38 | Antimorph: | and the reason that theirs a gap is that the vertex that makes the edge on the floor is not connected to the vertex that makes the edge on the wall |
13:38 | Antimorph: | if we connect them we can get rid of the gap yes? |
13:39 | scloink: | right |
13:39 | Antimorph: | ok |
13:39 | scloink: | I understand |
13:39 | Antimorph: | now we're gonna do this one tile at a time |
13:39 | scloink: | oh ok |
13:39 | scloink: | one ata a time hehe |
13:39 | scloink: | I was doing all |
13:39 | scloink: | hehe |
13:39 | Antimorph: | ok |
13:39 | scloink: | sorry |
13:39 | Antimorph: | s'ok |
13:40 | Antimorph: | when you've got one group selected, change the Weld threshold to something like 200 |
13:40 | Antimorph: | and hit the "Selected" button |
13:40 | Antimorph: | This would probably work if you selected them all, but I just want to do them one at a time |
13:40 | Antimorph: | for practice. eheh |
13:41 | Antimorph: | I'm like a piano teacher |
13:41 | scloink: | ok |
13:41 | Antimorph: | YOU WILL DO YOUR SCALES |
13:41 | scloink: | the threshhold is that the target |
13:41 | Antimorph: | no, next to selected |
13:41 | Antimorph: | you'll see a number |
13:41 | scloink: | ok |
13:41 | Antimorph: | 0.1 probably |
13:41 | Antimorph: | I want you to change it to 200 |
13:41 | scloink: | ok |
13:42 | Antimorph: | then hit the selected button |
13:42 | scloink: | ok done |
13:42 | scloink: | yep |
13:42 | Antimorph: | you should see the vertices collapse and the gap on that section of the wall dissapear |
13:42 | scloink: | yes |
13:42 | Antimorph: | repeat this for wherever you find a gap |
13:42 | scloink: | ok |
13:42 | Antimorph: | select vertices, weld selected |
13:42 | Antimorph: | repeat as often as you like |
13:43 | Antimorph: | its a basic tool, that can be used in many places |
13:43 | Antimorph: | We should Save now |
13:43 | Antimorph: | Go to File |
13:44 | Antimorph: | Save as, and press the + button |
13:44 | Antimorph: | which will increment from shop11 to shop12 |
13:44 | Antimorph: | Is the duct walls a floor or a wall? |
13:45 | Antimorph: | on the bmps |
13:45 | scloink: | wall |
13:45 | Antimorph: | k |
13:45 | Antimorph: | How are you doin |
13:45 | Antimorph: | ? |
13:46 | Antimorph: | happy or not? |
13:46 | scloink: | ready for more |
13:46 | scloink: | hehe |
13:46 | Antimorph: | kewl |
13:46 | Antimorph: | use editmesh subobkect polygon and select everything thats a floor |
13:46 | Antimorph: | it will be helpful to turn |
13:46 | Antimorph: | ignore backfacing *on* |
13:46 | scloink: | ok |
13:47 | Antimorph: | select one poly at a time if you have to |
13:47 | Antimorph: | hold the ctrl key down |
13:47 | Antimorph: | and build the floor in red |
13:47 | Antimorph: | so its all selected |
13:47 | Antimorph: | also |
13:48 | Antimorph: | make sure you turn off the move icon |
13:48 | Antimorph: | this is how I made the gap in the first place |
13:48 | Antimorph: | its often difficult to select faces without pulling them a bit, if you have the move icon on |
13:48 | Antimorph: | so turn it off and just have the arrow select icon enabled |
13:51 | scloink: | damn |
13:51 | Antimorph: | If you make a mistake press undo select |
13:51 | scloink: | this taking forever |
13:51 | Antimorph: | if you highlight a fact that isn't floor, just select it again |
13:52 | ouch: | back |
13:52 | scloink: | hello |
13:52 | Antimorph: | hi |
13:53 | scloink: | man this is taking a while |
13:53 | Antimorph: | you can drag a box around |
13:53 | scloink: | my machine is moving in slow motion |
13:53 | Antimorph: | large areas |
13:53 | scloink: | yes |
13:53 | Antimorph: | ahh |
13:53 | scloink: | hehe |
13:53 | scloink: | slow machine |
13:53 | Antimorph: | what is it? |
13:55 | Antimorph: | you can also use the irregular shape select tool |
13:55 | Antimorph: | by holding down the square next to the arrow at the top and making it into the jagged line |
13:56 | Antimorph: | dont forget the doorway floors |
13:56 | scloink: | ok I think I got them all |
13:56 | Antimorph: | kewl |
13:57 | Antimorph: | Alt rotate around the model and check |
13:57 | Antimorph: | heeh |
13:57 | scloink: | ok got them |
13:57 | Antimorph: | when your done click "Detach" which is in the editmesh menu on the right |
13:57 | scloink: | slow |
13:57 | scloink: | motion |
13:58 | scloink: | hehe |
13:58 | Antimorph: | next to attach and under delete |
13:58 | Antimorph: | A box will spring up, write floor in the box and click ok |
13:58 | scloink: | ok I named it Floors |
13:58 | Antimorph: | kewl |
13:58 | Antimorph: | resave |
13:58 | Antimorph: | and then delete the floor |
13:58 | Antimorph: | be right back |
13:59 | Antimorph: | you'll need to click sub-object again to be able to select your two objects |
13:59 | Antimorph: | seperately |
13:59 | Antimorph: | 1 object is the floor, the other is the walls |
14:00 | Antimorph: | So Save as "+" and delete the floor, then open material editor |
14:00 | scloink: | huh' |
14:00 | scloink: | you kina lost me |
14:00 | Antimorph: | hmm, where |
14:00 | scloink: | I deleted the floor |
14:00 | Antimorph: | ok. did you save first? |
14:01 | scloink: | yes |
14:01 | scloink: | as Shop13 |
14:01 | scloink: | or whatever |
14:01 | Antimorph: | kewl |
14:01 | Antimorph: | so all you have left is the walls |
14:01 | scloink: | yes |
14:01 | Antimorph: | ok, open up the material editor which is four coloured spots next to the teapots at the top |
14:02 | Antimorph: | you'll see the floors texture in the top left slot |
14:03 | scloink: | I see no teapot |
14:03 | scloink: | or spots |
14:03 | Antimorph: | highlight it and click the X on the row of icons beneath the slot window |
14:03 | scloink: | I know whereit is in 2.5 |
14:03 | Antimorph: | hmm, probably a resolution thing |
14:03 | Antimorph: | you see the rendering tab at the top |
14:03 | scloink: | yes |
14:03 | Antimorph: | try it in there |
14:04 | Antimorph: | found it? |
14:04 | scloink: | yea |
14:04 | scloink: | clicked the x |
14:04 | scloink: | now what |
14:04 | Antimorph: | ok, delete the floors texture |
14:04 | scloink: | ok |
14:04 | Antimorph: | by highlighting its slot and hitting the X, then load in the walls texture |
14:05 | Antimorph: | Affect in scence and editor |
14:05 | Antimorph: | if it prompts you |
14:05 | Antimorph: | So you know how to load a bitmap? |
14:05 | Antimorph: | So = Do |
14:06 | scloink: | yes |
14:06 | scloink: | done |
14:06 | Antimorph: | kewl |
14:06 | scloink: | ready for next |
14:06 | Antimorph: | ok, apply that texture to the walls object |
14:07 | Antimorph: | and click the show in viewport box |
14:07 | scloink: | ok |
14:07 | Antimorph: | you may have to select the walls first |
14:07 | Antimorph: | k |
14:07 | Antimorph: | close the material editor |
14:07 | scloink: | ok |
14:07 | Antimorph: | if you go to the back wall |
14:07 | Antimorph: | you'll see that I mapped it already |
14:08 | scloink: | yes |
14:08 | scloink: | you da man |
14:08 | scloink: | hehe |
14:08 | Antimorph: | again, you'll need to clean the alignment up, shall we map another wall |
14:08 | scloink: | yes |
14:08 | Antimorph: | using the inorganing method |
14:08 | Antimorph: | ok |
14:08 | Antimorph: | which wall shall we do |
14:09 | Antimorph: | one of the ones in the courtyard? |
14:09 | scloink: | one we have to tile |
14:09 | scloink: | yes |
14:09 | Antimorph: | you can tile any and/or all of the |
14:09 | Antimorph: | them |
14:09 | scloink: | well I mean one we have to tile |
14:09 | Antimorph: | ok the courtyard it is |
14:09 | Antimorph: | lets do one with a door |
14:09 | Antimorph is scared | |
14:09 | scloink: | the big one against the back |
14:09 | scloink: | oh ok |
14:09 | scloink: | hehe |
14:09 | Antimorph: | no, the doors are harder |
14:09 | scloink: | a door |
14:09 | Antimorph: | :) |
14:09 | Antimorph: | be right back, need fags |
14:10 | scloink: | hehe |
14:10 | Antimorph: | Its rather an unfortunate name for cigerettes |
14:10 | scloink: | brb |
14:10 | Antimorph: | I'm just gonna suck on a fag for a bit |
14:10 | scloink: | need to strangle dog |
14:10 | scloink: | hehe |
14:10 | Antimorph: | k, np |
14:12 | Antimorph: | Its at this point we find that morph isn't as good a modellor as he'd like everyone to think |
14:13 | Antimorph: | because some of the doors will map well, others not so well |
14:13 | scloink: | hehe |
14:13 | scloink: | back |
14:13 | scloink: | they are aweful short eh |
14:14 | scloink: | for the shorter europeans |
14:14 | Antimorph: | what are? |
14:14 | scloink: | the doors |
14:14 | Antimorph: | hehe |
14:14 | scloink: | are they the same as what I did |
14:14 | Antimorph: | doubt it |
14:14 | scloink: | hehe |
14:14 | Antimorph: | but they drive ok |
14:14 | Antimorph: | they aren't too short |
14:15 | scloink: | why didn't you take it up to the next line |
14:15 | Antimorph: | however |
14:15 | scloink: | yes however |
14:15 | Antimorph: | eh? |
14:15 | scloink: | NM |
14:15 | scloink: | lets go |
14:15 | scloink: | hehe |
14:15 | scloink: | I am looking at the exterior wall |
14:15 | Antimorph: | do you wanna bad door, or a good door |
14:15 | scloink: | of the left building |
14:16 | Antimorph: | whats your point? |
14:16 | scloink: | what point |
14:16 | scloink: | ?? |
14:16 | Antimorph: | about the exterior wall |
14:16 | scloink is confused | |
14:16 | Antimorph: | on the left building |
14:16 | scloink: | oh |
14:17 | scloink: | I was waiting to texture |
14:17 | scloink: | hehe |
14:17 | scloink: | was telling you where I was |
14:17 | Antimorph: | k |
14:17 | Antimorph: | what texture are we using? |
14:17 | scloink: | oops |
14:18 | scloink: | I see a floor poly I missed |
14:18 | scloink: | damn |
14:18 | Antimorph: | s'ok i'll send you mine |
14:18 | scloink: | ok |
14:18 | scloink: | the stucco texture |
14:18 | scloink: | is for the exterior |
14:18 | Antimorph: | stucco? |
14:18 | scloink: | the pinkish orange one |
14:19 | Antimorph: | top left? |
14:19 | Antimorph: | on the bmp |
14:19 | scloink: | yes |
14:19 | Antimorph: | k |
14:19 | scloink: | did I make you mad |
14:19 | scloink: | or something |
14:19 | Antimorph: | no |
14:19 | Antimorph: | don't be daft |
14:19 | scloink: | ok |
14:19 | scloink: | hehe |
14:20 | Antimorph: | :) |
14:20 | Antimorph: | I'm just thinking things through |
14:20 | scloink: | ok |
14:20 | Antimorph: | this door is gonna be a problem but hey ho |
14:20 | Antimorph: | we'll work round it |
14:20 | Antimorph: | ok, use edit-mesh polygon and select |
14:20 | Antimorph: | polygons on that wall that don't touch each other |
14:21 | Antimorph: | so like, from left to right, where the top left polygon is 1, and the one to the left of it is 2 |
14:21 | Antimorph: | oos, to the right of it |
14:21 | Antimorph: | your looking to select, 1,3,5,7,9, etc |
14:21 | scloink: | like a checker board |
14:22 | Antimorph: | nearly |
14:22 | Antimorph: | but miss out a row |
14:22 | scloink: | but no diagonal tiles |
14:22 | Antimorph: | now vertex must be shared between two polygons |
14:22 | Antimorph: | yep |
14:22 | scloink: | ok |
14:22 | Antimorph: | skip the door for the moment |
14:22 | scloink: | ok |
14:22 | scloink: | was about to ask that |
14:22 | scloink: | hehe |
14:23 | Antimorph: | :) |
14:23 | Antimorph: | when thats done hit UVW map |
14:23 | scloink: | what about the triangle by the arch |
14:23 | Antimorph: | select it |
14:23 | scloink: | ok |
14:23 | Antimorph: | it don't matter if the tile is slightly deformed |
14:23 | Antimorph: | in UVW map, your aligment is Why |
14:24 | Antimorph: | "YY" |
14:24 | Antimorph: | not Z |
14:24 | scloink: | ok |
14:24 | scloink: | now what |
14:24 | Antimorph: | now go to uvw unwrap |
14:24 | Antimorph: | edit and you'll see lots of nice little polys |
14:24 | scloink: | ok |
14:24 | scloink: | on the left |
14:24 | Antimorph: | which we're gonna move on top of each other |
14:24 | Antimorph: | the ones on the right are off the screen |
14:24 | scloink: | ok |
14:25 | Antimorph: | hit the zoom extents button |
14:25 | Antimorph: | which is bottom right, next to the magnet |
14:25 | scloink: | ok |
14:25 | scloink: | done |
14:25 | Antimorph: | kewl |
14:25 | Antimorph: | ok, now select the boxes in a row of boxes |
14:25 | Antimorph: | and move them onto the row beneath |
14:26 | scloink: | I don't see any boxes |
14:26 | Antimorph: | what do you see? |
14:26 | scloink: | very small boxes |
14:26 | scloink: | like vertexes |
14:26 | Antimorph: | ok, close the window |
14:27 | Antimorph: | and remove the unwrap modifier using the dustbin next to |
14:27 | Antimorph: | edit stack |
14:27 | scloink: | ok |
14:27 | scloink: | done |
14:27 | Antimorph: | your back at UVW mapping |
14:27 | scloink: | yes |
14:27 | Antimorph: | Whats it say for alignment |
14:27 | Antimorph: | on the right above fit |
14:27 | scloink: | Y |
14:27 | Antimorph: | which wall are you working on? |
14:28 | SuperTard: | hey |
14:28 | scloink: | the one on the left building |
14:28 | Antimorph: | left building courtyard exterior |
14:28 | scloink: | yes |
14:28 | Antimorph: | hmm |
14:28 | scloink: | yes ST |
14:28 | SuperTard: | i have a different more detailed playset2.prm |
14:28 | Antimorph: | mapping is planer yeah |
14:28 | scloink: | yes |
14:28 | SuperTard: | i made |
14:28 | scloink: | ok |
14:28 | scloink: | cool |
14:28 | Antimorph: | Whats it say in the Length box |
14:28 | scloink: | yes Morph |
14:29 | scloink: | 9157.32 |
14:29 | SuperTard: | i have to do some final tests on these... man, the tracklights fit perfect in the "entrance" you'd trip if you were here |
14:29 | Antimorph: | cool |
14:29 | SuperTard: | watching |
14:29 | scloink: | cool |
14:29 | Antimorph: | ok, go back to uvw unwrap |
14:29 | SuperTard: | i wanna light this bitch up... this levels gonna rule |
14:29 | Antimorph: | heh |
14:29 | Antimorph: | for a short time only ST |
14:29 | Antimorph: | hehe |
14:30 | Antimorph: | The king is coming |
14:30 | SuperTard: | who dat? |
14:30 | Antimorph: | :) |
14:30 | Antimorph: | Dat me dat is |
14:30 | Antimorph: | hehe |
14:30 | scloink: | hehe |
14:30 | SuperTard: | 4¶1,88) |
14:30 | scloink: | we are hard at work to make you happy |
14:30 | Antimorph: | just kidding |
14:30 | scloink: | :) |
14:31 | Antimorph: | You in unwrap edit xloink |
14:31 | scloink: | yes |
14:31 | SuperTard: | bbiab |
14:31 | scloink: | ok |
14:31 | Antimorph: | do you see boxes at all |
14:31 | Antimorph: | shit, I gotta go eat |
14:31 | Antimorph: | bbialb |
14:32 | Antimorph: | suggest you save here with + or give it the name walls |
14:32 | scloink: | ok |
14:32 | Antimorph: | at the top of the edit box |
14:32 | scloink: | np |
14:32 | Antimorph: | next to the options dialog icon |
14:32 | Antimorph: | what sort of mapping does it say |
14:32 | Antimorph: | UV? |
14:32 | Antimorph: | or something else |
14:32 | Antimorph: | make sure its UV |
14:33 | scloink: | it is |
14:33 | Antimorph: | not VW or UW |
14:33 | scloink: | I see vertices with lines |
14:33 | scloink: | but no boxes |
14:33 | scloink: | i can move them |
14:33 | Antimorph: | do these vertices with lines make a box with a diagonal line |
14:33 | Antimorph: | a rectangle |
14:34 | Antimorph: | you have groups of 4 vertices |
14:34 | scloink: | if I move them Ithey will |
14:34 | Antimorph: | hmm |
14:34 | Antimorph: | I gotta go |
14:34 | Antimorph: | be right back |
14:34 | scloink: | ok |
14:34 | scloink: | I will play |
14:34 | Antimorph: | k |
14:39 | SuperTard: | scloink there? |
14:42 | SuperTard: | scloink? |
14:43 | SuperTard: | i wanna send you the level as ive made it so far .. 2.7m zip |
14:43 | scloink: | hello |
14:43 | scloink: | oh |
14:43 | scloink: | wait |
14:43 | SuperTard: | ok |
14:43 | scloink: | I may have the building done tomorrow |
14:43 | SuperTard: | like so you can see the prms ive made, and junk |
14:43 | scloink: | maybe |
14:44 | scloink: | if so then we can really start |
14:44 | SuperTard: | and where i put the trak lights etc. |
14:44 | scloink: | ok cool |
14:44 | scloink: | send away |
14:44 | SuperTard: | then you'll have the prms and ncps and stuff |
14:44 | SuperTard: | that i made |
14:44 | scloink: | the positioning may change |
14:44 | SuperTard: | and i want yer opinion on the new playset and stuff |
14:44 | scloink: | because the building is a bit different |
14:44 | SuperTard: | brb |
14:44 | scloink: | ok |
14:47 | scloink: | why you sending me that |
14:48 | scloink: | did yoy change it |
14:49 | SuperTard: | have i sent b4? |
14:49 | scloink: | yes |
14:50 | scloink: | hehe |
14:50 | SuperTard: | doh |
14:50 | scloink: | but np |
14:50 | SuperTard: | did you see it in max yet/ |
14:50 | SuperTard: | ? |
14:50 | scloink: | no not yet |
14:50 | SuperTard: | can we stop it or are you overwriting |
14:51 | scloink: | overwriting |
14:54 | scloink: | brb morph |
14:54 | Antimorph: | k |
14:57 | scloink: | ok back |
14:57 | Antimorph: | k |
14:57 | scloink: | I figured out whats going on |
14:58 | Antimorph: | what was it? |
14:58 | SuperTard: | man... i feel productive today.. in reguards to funshope |
14:58 | scloink: | it is placing all the vertexes together |
14:58 | scloink: | I have to move all of them |
14:58 | SuperTard: | i made 4 good .prms today |
14:58 | SuperTard: | er converted them |
14:58 | scloink: | to get them to form boxes |
14:58 | SuperTard: | my first .prm successes !!!! |
14:58 | Antimorph: | hmm |
14:58 | scloink: | cool |
14:59 | Antimorph: | well done ST |
14:59 | scloink: | each row is on top of itself |
14:59 | SuperTard: | shelves too, not sure i mentioned that... like display shelves |
14:59 | Antimorph: | I have a theory Scloink |
14:59 | SuperTard: | scl |
14:59 | scloink: | weird |
14:59 | scloink: | cool |
14:59 | Antimorph: | Shall I hit you with it, you may not like it though |
14:59 | scloink: | hopefully I will have a building for you soon |
14:59 | Antimorph: | as it may not work |
14:59 | SuperTard: | oops, i didnt place them, in the level, but if you scroll thru the instances you'll see them |
14:59 | scloink: | whats that |
15:00 | SuperTard: | (shelves) |
15:00 | scloink: | ok |
15:00 | SuperTard: | bbl |
15:00 | scloink: | ok |
15:00 | SuperTard: | talk amongst yerselves, im a little verklempt |
15:00 | Antimorph: | go back to the UVW mapping bit by removing the unwrapping modifier |
15:00 | Antimorph: | and hit fit |
15:00 | Antimorph: | verklempt? |
15:00 | scloink: | ok |
15:00 | Antimorph: | hehe |
15:00 | SuperTard: | verplenkt ? |
15:01 | SuperTard: | ya know coffe-tawlk |
15:01 | Antimorph: | ahh, hehe |
15:01 | Antimorph: | cya later |
15:01 | Antimorph: | then |
15:01 | scloink: | ok morph that worked |
15:01 | Antimorph: | you hit fit yet |
15:01 | Antimorph: | go back to uvw unwrap |
15:01 | scloink: | yep |
15:01 | scloink: | I did |
15:01 | scloink: | I am there dood |
15:01 | scloink: | :0 |
15:01 | Antimorph: | you see boxes now? |
15:01 | scloink: | :) |
15:01 | scloink: | yes |
15:01 | Antimorph: | kewlio |
15:02 | Antimorph: | hit zoom extents to see them all |
15:02 | Antimorph: | move them all on top of each other |
15:02 | scloink: | ok |
15:03 | Antimorph: | you can do more than one "box" at a time |
15:03 | Antimorph: | you don't have to be too accurate either cos we're gonna weld them |
15:04 | Antimorph: | Go to the options dialog and change the line colour to blue or something |
15:04 | Antimorph: | select each corner group and hit the weld selected icon |
15:04 | Antimorph: | do that for each corner and then move the corners to the extremities of the wall bmp we're using |
15:05 | Antimorph: | don't be too accurate at this stage |
15:05 | scloink: | what about the tringle piece |
15:05 | Antimorph: | we're just putting them roughly we'll fix them up |
15:05 | Antimorph: | I don't have a triangle piece, Ahh, i see what you did |
15:05 | Antimorph: | you got three vertices for it yeah |
15:05 | Antimorph: | the top left should go the top left of the box |
15:06 | Antimorph: | etc |
15:06 | scloink: | ok |
15:06 | scloink: | done |
15:06 | Antimorph: | kewl |
15:06 | Antimorph: | you wanna weld them, or did you do that |
15:07 | scloink: | I did that |
15:07 | Antimorph: | woohoo |
15:07 | Antimorph: | did you put them about where they should be |
15:07 | scloink: | and moved it to the bmp extremes |
15:07 | Antimorph: | k, check in the viewport that they are aligned correctly, ie, do we need to rotate them |
15:07 | scloink: | I lined the boxes up like they were on the map |
15:08 | Antimorph: | ok, it don't look like it |
15:08 | Antimorph: | just a sec |
15:08 | scloink: | I have an x in the center on the unwrap map |
15:08 | Antimorph: | an X |
15:08 | Antimorph: | ? |
15:08 | scloink: | instead of one line |
15:08 | scloink: | I have two crossing |
15:08 | Antimorph: | yeah thats right |
15:08 | scloink: | through the middle |
15:09 | Antimorph: | thats what you want |
15:09 | Antimorph: | the squares are actually two triangles |
15:09 | Antimorph: | that X is the edges of them |
15:09 | Antimorph: | you with me |
15:09 | Antimorph: | ok, close the edit window and then select the next group of (non-contiguous) faces and repeat what we've done |
15:10 | scloink: | ok |
15:10 | Antimorph: | We'll need to do this four times |
15:10 | Antimorph: | you should rocket through them now |
15:11 | Antimorph: | select, uvw map, fit, uvw unwrap, move the shit about, weld it, close, editmesh, select the next "batch,", uvw mpa, fit, unwrap. etc etc |
15:11 | Antimorph: | alighment Why, don't forget that |
15:11 | Antimorph: | YY |
15:11 | Antimorph: | even |
15:12 | scloink: | brb |
15:12 | SuperTard: | jump down, turn around, pick a bail of cotton? |
15:12 | Antimorph: | hehe |
15:12 | Antimorph: | thats the one |
15:13 | Antimorph: | you better let me win |
15:13 | Antimorph: | hehe |
15:14 | Antimorph: | when you can't select a square, select what looks like a square |
15:18 | scloink: | whew |
15:18 | scloink: | still at it |
15:19 | scloink: | but I have it down now |
15:19 | scloink: | hehe |
15:19 | Antimorph: | kewl |
15:19 | scloink: | brb |
15:19 | Antimorph: | you'll come to some polys that border the tunnel |
15:19 | Antimorph: | you can make these look good, but I'll leave that to your imagination and ingenuity |
15:20 | Antimorph: | cos i can't be arsed to explain |
15:20 | Antimorph: | hehe |
15:21 | SuperTard: | dont leave it up to him, do it for him! |
15:21 | Antimorph: | lol |
15:21 | SuperTard: | please!!!!?!?! |
15:21 | SuperTard: | j/k |
15:22 | Antimorph: | When you got them all mapped |
15:22 | Antimorph: | select all of them, like we did with the wooden floor, and tighten the mapping up a bit |
15:23 | scloink: | why are going through all this trouble just to let me screw it up |
15:23 | SuperTard: | heh |
15:23 | scloink: | hehe |
15:23 | SuperTard: | he wants to secure a historical place in my faq |
15:24 | Antimorph: | when you select them all, don't hit uvw map or you'll lose every thing |
15:24 | scloink: | hehe |
15:24 | Antimorph: | eh |
15:24 | scloink: | ok |
15:24 | Antimorph: | hehe |
15:24 | Antimorph: | go to uvw unwrap |
15:24 | scloink: | that would suck |
15:24 | scloink: | hehe |
15:24 | Antimorph: | and do a final weld on the polys |
15:24 | scloink: | ok |
15:25 | scloink: | what about around the door |
15:25 | ali: | Hi kids |
15:25 | Antimorph: | trust you to bring up the door |
15:25 | Antimorph: | Hi alee |
15:25 | Antimorph: | ali even |
15:25 | SuperTard: | hi |
15:25 | scloink: | hello ali |
15:25 | SuperTard: | i have to go pick up my kid |
15:25 | scloink: | sorry morph |
15:25 | SuperTard: | brb |
15:26 | scloink: | :) |
15:26 | scloink: | ok |
15:26 | Antimorph: | k, where are you |
15:27 | scloink: | almost done with the wall |
15:27 | scloink: | brb |
15:27 | Antimorph: | ok, I'm exploring how to do the door |
15:28 | Antimorph: | can we make the door taller |
15:28 | SuperTard: | is there a way to make a .prm that moves? or pivots, or are we talking .m ? |
15:28 | Antimorph: | hmm, we'll have to see about that |
15:28 | Antimorph: | dunno |
15:28 | Antimorph: | ST |
15:29 | SuperTard: | k, *poof* |
15:29 | scloink: | we could take the door to the next line up |
15:29 | scloink: | if you want |
15:29 | Antimorph: | yeah, the only thing I worry about with doing that |
15:29 | ali: | .prm's cannot be animated or moved around. |
15:29 | scloink: | that way you don't have that diagonal line there |
15:29 | Antimorph: | is that we'll be left with a couple of tiny polys |
15:29 | scloink: | hmmm |
15:30 | Antimorph: | and I'm not sure if theyre gonna flicker in RV |
15:30 | scloink: | ok |
15:30 | Antimorph: | but ok, select the edge that makes the top of the door |
15:30 | scloink: | you could make it double door |
15:30 | Antimorph: | do the edge on the other side int he other room too |
15:30 | scloink: | wait |
15:30 | Antimorph: | k |
15:30 | scloink: | I am not done |
15:31 | Antimorph: | There is a valuable lesson here |
15:31 | Antimorph: | always make the door with a vertice in the middle at the top |
15:31 | Soul^: | hey hey |
15:32 | Antimorph: | Hi Soul^ |
15:32 | Antimorph: | Scloink, with luck no one will se e the top of this door. |
15:32 | Antimorph: | :) |
15:33 | ali: | ? |
15:34 | Antimorph: | dunno |
15:34 | Antimorph: | weird |
15:34 | scloink: | ok all that is left is around the door and a little on the arch |
15:34 | Antimorph: | k, I did the arch, the door remains |
15:34 | scloink: | k let me do the arch |
Back to: 3D Studio MAX
Or Main Index