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3D Modeling F.A.Q (Last Updated: 2024 Nov 10 9:34 pm)
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Mind Over Matter
"If you don't mind, then it don't matter."
Mind Over Matter
"If you don't mind, then it don't matter."
Mind Over Matter
"If you don't mind, then it don't matter."
If you have a model, and you don't have a modelling program, or you don't know how to split vertices, you can just import the model into UVMapper (free version will do) and use the split vertices option. Obviously a bit more crude than doing it in the actual modelling program, but useful for most mechanical, non-organic objects.
Great tip, numanoid! But, in UVMapper, how do you go about controlling which vertices should be split ans which ones shouldn't. Really curious to hear how that is achieved outside of a modeling program. Thanks for your input. :o) M P.S. waves to billy-home Hiya matey!
Mind Over Matter
"If you don't mind, then it don't matter."
Attached Link: Blade Texturing
I've decided to take this discussion a step further and to jump forums, so I posted the thread above to the **Texturing Forum**. Cheers! MMind Over Matter
"If you don't mind, then it don't matter."
Tempt the Hand of Fate and it'll give you the "finger"!
Will do, Moe! I can create two separate threads as I'm juggling two projects at the moment. OT, say, what special keystroke is used to generate the symbol above the "o" in your name? I feel like I'm misspelling or virtually mispronouncing it. 8-/ Sincerely, Bill
Tempt the Hand of Fate and it'll give you the "finger"!
See post number 17. Splitting vertices gives you sharp angles on non-organic objects. Because Poser is made for people and organic things, it tries to smooth everything. Splitting vertices let's you get harder edges. More advanced modelling programs let you specify the angle of splitting, but Poser is not a modeller, and you need to use an external program to do this. UV Mapper is free and does a very good job.
There is one small problem with just splitting the vertices of a model without actually making sure first they all need to be split, on things like cylinders and spheres where you need the smoothing, every individual polygon will have a sharp edge which will in some cases ruin the look of the model, it's sometimes easier,(though usually still long winded), to use a proper modelling prog to split the vertices, where you can select just the parts you need to be sharp. Cheers Billy Billy
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Mind Over Matter
"If you don't mind, then it don't matter."