S:44 Dump
Moderators: MR.D, Moderators
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
If poly count is a worry, those canisters with pipes down the side could easily be dropped.
You must teach me your rhino ways, Flozi. I practically model all my things face by face now in rhino, because I get so annoyed at the behaviour of all the functions.
How do you ensure that all the vertices are welded for people to wrap? The 'merge vertices' command appears to do some nasty things on occasion (well, by 'occasion' I mean, 'every fricking time').
I have found it is very difficult to communicate with people who use wings to uvmap through rhino. The only way I've worked out how to do it thus far is to save to a .raw file (Which dumps all information except individual polygon geometry), then reload in rhino and save to 3ds. That removes any smoothing groups, but it means it can be imported into wings without too many problems. However, it doesn't always ensure the right vertices are welded and creates lots of work for people dealing with the model for mapping.
How do you deal with the whole rhino models -> UVmapping issue?
You must teach me your rhino ways, Flozi. I practically model all my things face by face now in rhino, because I get so annoyed at the behaviour of all the functions.
How do you ensure that all the vertices are welded for people to wrap? The 'merge vertices' command appears to do some nasty things on occasion (well, by 'occasion' I mean, 'every fricking time').
I have found it is very difficult to communicate with people who use wings to uvmap through rhino. The only way I've worked out how to do it thus far is to save to a .raw file (Which dumps all information except individual polygon geometry), then reload in rhino and save to 3ds. That removes any smoothing groups, but it means it can be imported into wings without too many problems. However, it doesn't always ensure the right vertices are welded and creates lots of work for people dealing with the model for mapping.
How do you deal with the whole rhino models -> UVmapping issue?
No! The pipes are there to make spiked SUFFER!
Basically I draw everything with polylines and extrude it. Or use surface from planar curves/edge curves. i.e. I build the whole thing in NURBS, then painstakingly mesh it bit by bit, ensuring each mesh is as clean and optimised as possible - infact the only poly/mesh tool of Rhino's I use is reduce, and very very occasionally i will point edit if reduce doesn't get it right.
As for welding - once i've meshed the whole thing, I go through by piece by piece exporting to .lwo, them opening them in Ultimate Unwrap, welding, saving, and importing back into the rhino model. In the end the whole thing is exported as .obj and Spiked UVs it in UU.
So basically, avoid Wings?
Basically I draw everything with polylines and extrude it. Or use surface from planar curves/edge curves. i.e. I build the whole thing in NURBS, then painstakingly mesh it bit by bit, ensuring each mesh is as clean and optimised as possible - infact the only poly/mesh tool of Rhino's I use is reduce, and very very occasionally i will point edit if reduce doesn't get it right.
As for welding - once i've meshed the whole thing, I go through by piece by piece exporting to .lwo, them opening them in Ultimate Unwrap, welding, saving, and importing back into the rhino model. In the end the whole thing is exported as .obj and Spiked UVs it in UU.
So basically, avoid Wings?

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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59