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  #31  
Old 02-10-2009, 02:01 PM
JT Fox JT Fox is offline
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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.
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  #32  
Old 02-10-2009, 03:21 PM
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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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  #33  
Old 02-16-2009, 05:48 AM
JT Fox JT Fox is offline
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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
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  #34  
Old 02-16-2009, 08:30 AM
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Re: Meta: Textures

that would work. i use close to this method for changing textures.
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  #35  
Old 02-17-2009, 10:12 AM
JT Fox JT Fox is offline
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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
Attached Images
File Type: jpg Bf-109 SS27.jpg (203.8 KB, 23 views)
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  #36  
Old 09-07-2010, 04:34 AM
JT Fox JT Fox is offline
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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
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  #37  
Old 09-07-2010, 05:08 AM
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eric_son eric_son is offline
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Quote:
Originally Posted by JT Fox View Post
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
I'm afraid not. :(

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.
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  #38  
Old 09-09-2010, 11:54 AM
JT Fox JT Fox is offline
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Thanks eric, I though as much.

You could also do a grid texture and use that for reference.

Cheers JTF
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  #39  
Old 09-10-2010, 10:23 PM
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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.
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  #40  
Old 09-11-2010, 03:33 AM
JT Fox JT Fox is offline
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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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