Models by macuser
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macuser
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Re: Models by macuser
oh my you seem to have beet me too it
i just did up the ao for the texture with it
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macuser
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Re: Models by macuser
ok i have textured the model and done the tcmask
Last edited by macuser on 27 Oct 2010, 20:38, edited 1 time in total.
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macuser
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Re: Models by macuser
finished model
final texture:
final tcmask:
note: the tcmask probably needs some tweaking
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Jorzi
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Re: Models by macuser
Pretty nice 
It's a simple model so I guess it doesn't need much more than that, maybe a bit of colour on the rockets sticking out (although they're barely noticeable)
I think, however, that the camo pattern needs to be included into the base texture, since tcmask is supposed to be a 1-bit bitmap
It's a simple model so I guess it doesn't need much more than that, maybe a bit of colour on the rockets sticking out (although they're barely noticeable)
I think, however, that the camo pattern needs to be included into the base texture, since tcmask is supposed to be a 1-bit bitmap


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macuser
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Re: Models by macuser
AFAIK tcmask is not 1 bit. Also quick question: why are these 256x256 and not 512?
BTW: i'm gonna work on the lancer next

BTW: i'm gonna work on the lancer next
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MaNGusT
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macuser
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Re: Models by macuser
Ah yes it is 1-bit
well how will i do the 2 shades of team color then?
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Jorzi
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Re: Models by macuser
By the way, one thing I've been wondering about, does the pie format still have the same low-res grid resolution for vertex coordinates? I've recently made my models so that they conform to the same grid as the imported old models, but is that necessary?
EDIT: just read that in PIE 3 the coordinates can be floating point values, this is really a welcome addition
EDIT: just read that in PIE 3 the coordinates can be floating point values, this is really a welcome addition


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Berg
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Re: Models by macuser
floating point pie format is very usefull.
Greater control
Greater control
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Jorzi
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Re: Models by macuser
Indeed 
I realized this when I saw your new pepperpot and wondered about how you got so nice cylindrical shapes
Btw macuser, the teamcolor mask only colorixes the greyscale shading of the base texture, so you can simply merge the camo pattern into it. After that you simply make the tcmask have only two colors
I realized this when I saw your new pepperpot and wondered about how you got so nice cylindrical shapes
Btw macuser, the teamcolor mask only colorixes the greyscale shading of the base texture, so you can simply merge the camo pattern into it. After that you simply make the tcmask have only two colors


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Berg
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Re: Models by macuser
Do note that buginators latest test builds support PIE3 format = floating point.
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macuser
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Re: Models by macuser
this is a pepperpot model i made for berg based on http://www.cathuria.com/improbable/pepperpot2-bdrop.png
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macuser
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Re: Models by macuser
Ok i have revised it and made the changes you asked for 
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System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
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macuser
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Re: Models by macuser
hey jorzi, thought you might know what to do. i'm playing around with blender i'm trying to bake an obj i made in sketchup.
1. delete preset cube
2. import obj
3. ad new blank mesh
4. hit "i"
5. add geometry to mesh
6. select all
7. enter edit mode
8. divide screen to see uv-map
9. hit u and unwrap uv
10. create new image to bake to
11. turn on ambient occlusion
12. bake ambient occlusion
is this all correct?
another thing i want to know for the high poly is: how do i smooth the model before i bake it in blender?
-regards macuser
1. delete preset cube
2. import obj
3. ad new blank mesh
4. hit "i"
5. add geometry to mesh
6. select all
7. enter edit mode
8. divide screen to see uv-map
9. hit u and unwrap uv
10. create new image to bake to
11. turn on ambient occlusion
12. bake ambient occlusion
is this all correct?
another thing i want to know for the high poly is: how do i smooth the model before i bake it in blender?
-regards macuser
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System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6

System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
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Jorzi
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Re: Models by macuser
Are you using blender 2.49?
If you import an .obj you shouldn't really need to add a new mesh, a new object should be created automatically, so 3,4,5 and 6 are unnecessary. Instead you just select the object you wish to edit (by right-clicking on it of course
).
At point 8, when you divide the 3d view, you will first get 2 3d view windows. You have to change one of them into an UV/image editor by clicking the icon in the lower left corner.
At point 9, you should propably use seams if you want a good unwrap. A tutorial on unwrapping would propably be handy if you haven't done it before.
Remember also that hotkeys are different for object mode and edit mode, they are also dependent on your active window, i.e. the window your mouse is hovering over.
To smooth the model you need to add a subsurf modifier. (The modifier panel is in the editing tab(F9) in the buttons window (below the 3d view) ). You can also use the hotkey CTRL + [number] to directly control the smoothing level. I usually work at level 2 and I almost never go above level 4. Every level you add increases your polycount by four times, so if you go too high, blender will run out of memory and crash. Creases are also useful when using subsurf smoothing. Hotkey is shift+E in editmode
If you import an .obj you shouldn't really need to add a new mesh, a new object should be created automatically, so 3,4,5 and 6 are unnecessary. Instead you just select the object you wish to edit (by right-clicking on it of course
At point 8, when you divide the 3d view, you will first get 2 3d view windows. You have to change one of them into an UV/image editor by clicking the icon in the lower left corner.
At point 9, you should propably use seams if you want a good unwrap. A tutorial on unwrapping would propably be handy if you haven't done it before.
Remember also that hotkeys are different for object mode and edit mode, they are also dependent on your active window, i.e. the window your mouse is hovering over.
To smooth the model you need to add a subsurf modifier. (The modifier panel is in the editing tab(F9) in the buttons window (below the 3d view) ). You can also use the hotkey CTRL + [number] to directly control the smoothing level. I usually work at level 2 and I almost never go above level 4. Every level you add increases your polycount by four times, so if you go too high, blender will run out of memory and crash. Creases are also useful when using subsurf smoothing. Hotkey is shift+E in editmode


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