#31
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Re: Meta: Textures
When creating a texture do you.
A) Put all textures on one file, like a skin in a flight sim. or B) Have several files, top , port side, tail fin etc. Just wondered. |
#32
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Re: Meta: Textures
i use seperate textures. havnt figured out how to combine them into one. in this application it doesnt matter as the final digital 3d doesnt need to be streamlined. gaming models it is needed for performance of the game.
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"If everyone is thinking alike, then somebody isn't thinking." |
#33
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Re: Meta: Textures
I’ll take my thinking a little further.
Let’s say we have a 3D model with 4 sides, top, bottom, port side and starboard side. In Meta we would create 4 “materials” in the material box. Each material is set to a selected side. Nothing new here I guess this is how we all do it. The part I suggest that would only be one file is the .bmp file that the “materials” in Meta reference. The file referenced is a multi-layered Photoshop, (or equivalent), file with each layer having specific information. In fact we would have layer sets (folders) each with several layer sets/layers inside. For example: Colour Layer Set Desert Camouflage 1943 Tunisia Version 1 Underside Blue/Gray Topside Dark Sand Tunisia Version 2 Underside Blue/Gray Topside Dark Sand Topside Camouflage Western Front 1943 Specific Group 1 Specific Group 2 In this way if your 3d model was coloured in Desert Camouflage 1943/Tunisia Version 1 and you wanted to switch to the Version 2 then simply switch Version 1 “off” and Version 2 “on”, then save over the .bmp referenced by Meta. As you have not changes the file name when you open your model in Meta it will load with the new colour scheme. Save this file over previous .mqo files. If you have Pep 3 then reload the file so you do not have to redo the unfold and you have a re-coloured, un-folded model ready to go. Cheers JTF |
#34
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Re: Meta: Textures
that would work. i use close to this method for changing textures.
__________________
"If everyone is thinking alike, then somebody isn't thinking." |
#35
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Re: Meta: Textures
I'm converting the textures I've used so far on the Me 109 design to use the single bmp file idea.
Here's what the file looks like. Cheers JTF |
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#36
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One useful function in Rhino was the abillity project "lines" onto the surface of the 3D model. Realy useful after unfolding as this gave guide lines to colour against in photoshop.
Can this be done in Meta without the need to create and attach textures? Cheers JTF |
#37
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Quote:
The closest thing I could find is Meta's paint function which allows you to spray paint directly on the actively selected object from the 3d view. This will in turn update the bitmap file associated with the assigned material. To some extent, this does help a bit in marking out the key locations. |
#38
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Thanks eric, I though as much.
You could also do a grid texture and use that for reference. Cheers JTF |
#39
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one way around that could be to take screen grab from your top and side views and overlay the blueprint on it to create a guide line texture.
__________________
"If everyone is thinking alike, then somebody isn't thinking." |
#40
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I know that textures have to be a maximum size of 1024px x 1024px or they get re-scaled in Pep, but what size are the background images you model over?
Cheers JTF |
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