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3D Modeling F.A.Q (Last Updated: 2024 Nov 24 8:50 pm)
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Guitta you are stupid :) !
All the editing tool will be available if you leave "basic mode". Go in the FILE menu and uncheck "basic mode". If the little "v" near "basic mode" is gone, you're in "normal" mode.
When it's done, you will see all the editing tool. They will appear as icons if you follow the point 1 (file > configuration > screen > layout style > select "DefIcon.style"> press OK)
The "tool popup windows" appear when you click on a tool !
for example, if you click on the "create primitive" command the same window as the one in the image will open.
Please, tell me you're able to do this...
I'm sure that you will be happy with Metasequoia LE.
Eric
Ok, found it. Thanks Eric, I'm happy I was able to do it :-) Could you create a little tutorial how to map objects and how to use UV ? This would be great. I'm very "0" in modeling, never have done it. Otherwise when I try to save a "cob" file, Vue doesn't recognize it. There must be something I'm doing wrong while saving ? Thanks alot:-) Guitta
Thanks Mike ! Guitta : Some "cob" files work with VUE other don't. I don't know why. Here a few tips to make it "work" : 1. reduce the amount polygons before exporting to cob file. Go in "object" menu > reduce polygons. VUE doesn't like too heavy Truespace models ! 50 000 polygons is OK but not 500 000 ! 2. See If your model doesn't contain empty objects. This will cause import failure in VUE. To control this use the "object panel" in Metasequoia. show / hide objects and delete the empty ones. 3. Don't export a model featuring a "blobby" object : "polygonize" it before exporting. Don't forget than when you "polygonize" a "blobby" object, Metasequoia create a new object. Delete the "blobby" object before saving to cob. If you follow this, VUE will accept the cob models most of the time. I had once an import failure but it was because there was an empty object in the cob file. ---------- Concerning texture mapping here is a basic introduction : When your model is ready, 1. Open the material panel (system panel > MAT PANE). 2. Create a material by clicking on "new". 3. Click on this material to open the "material option" window. In this window you can edit the material (load texture maps, alpha maps, etc...). 4. to apply this material to a model use the "ATTACH MATERIAL TO FACE" button (the "fill" icon) and just paint on the model ! But If you use VUE, texture mapping in Metasequoia is not necessary. VUE's material editor is much better for this. ---------- I can't tell you much about UV mapping because I didn't use it by know ! But if I find how it works I'll tell you ! Eric
Attached Link: http://www.uvmapper.com
Cool, more info! Also, Guitta, remember, you have 3D Exploration, so converting to .OBJ or .3DS would be an option for any .COB files you have which don't want to work in Vue. I don't have the time to write a UV Mapper tutorial (nor enough knowledge to make it an all-inclusive tutorial), but if you have any specific questions about mapping and assigning material/object groupings, those I could answer. You can actually even do it in Poser with the grouping tool. Also, Steve Cox, the inventor of UV Mapper has some tutorials at his site already.No Myske, I have not changed any thing. I export blobs or any other file in cob, but none of these files have a mapping. I map it entirely in Vue. The only cob what did not work in Vue (4.05-02), was a Poser figure (Mike). I had imported it as an OBJ into Mesasequoia, have worked on it and saved then as a cob. But this is anyhow not what I want to do with this soft, it was just a trying. When I save a created blob or any from Mesasequoia in cob, I just accept the default saving in clicking OK and again OK. Then import it in Vue without problem. :-)Hope you will get it also. Guitta
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