LillianH opened this issue on Jul 09, 2004 ยท 14 posts
LillianH posted Fri, 09 July 2004 at 3:11 PM
We are pleased to extend an invitation to the community as we open the doors of "The Den". A place to come in, kick off your shoes, relax and post general topics of conversation.
"The Den" is a general forum where you can chat with friends about pretty much anything (within the TOS of course) without fear of having your post moved to somewhere you didn't even know existed.
The aim is to keep the atmosphere generally friendly. Obviously we know that there will be the occasional disagreement, in which case so long as it's kept civil and about the topic of disagreement nobody's going to get booted.
As with any invitation, we expect visitors to conduct themselves in a manner that will ensure they are not asked to leave and not come back.
The site's TOS applies here too. This isn't a no holds barred forum. Please make sure to read this thread and the FAQ before posting in here.
Given the track record of this kind of forum, this wasn't an easy decision. It involved a lot of discussion and debate. However, we are confident that we can make it work with your help.
Best wishes,
LillianH
Renderosity Marketing and Promotions
Lillian Hawkins
Marketing Manager
By serving each other, we are free.
cliff-dweller posted Fri, 09 July 2004 at 3:14 PM
Excellent decision. Thank you!!
Check out my full gallery at Cliff-Dweller Artworks
dialyn posted Fri, 09 July 2004 at 3:54 PM
Like it! You did a nice job with the decor. :) Thanks!!!
Ardiva posted Fri, 09 July 2004 at 4:15 PM
kbennett posted Fri, 09 July 2004 at 5:30 PM
It's a metaphorical decor Ardiva :)
Ardiva posted Fri, 09 July 2004 at 6:16 PM
cableguy223 posted Fri, 09 July 2004 at 7:48 PM
I cant find my shoes
cableguy223 posted Fri, 09 July 2004 at 7:50 PM
where can I find " UV mapping for dummies " ?
spinner posted Fri, 09 July 2004 at 9:13 PM
What is UV-Mapping ?
In plain English, it's preparing a model-mesh, so you can apply textures to it. For those interested in the science bit, it can be defined as flattening and mapping your 3D mesh, in order to create a template that can be used to apply textures. Since the XYZ parameters in generic 3D environments already are taken, UV-mapping takes the set of letters precluding XYZ, where;
U is horizontal and corresponds to the X-axis (right, left) in your 3D-app
V is vertical and corresponds to the Y-axis (Up, Down) in your 3D-app
W is depth, and corresponds to the Z-axis (Front, Back) in your 3D-app
UV-space goes from left to right, starting in the upper left corner at 0,0 and ending in the lower right corner at 1,1
You can map in the following directions, starting with the most common one:
Planar
Use this when you only want to map one side of an object, or if you've divided your UV-map into a typical Poser front and back-part; Planar mapping projects the map from a single plane flat against the object, somewhat like projecting a slide. If you're a stickler for detail, also use it for mapping multiple sides, and for mapping two sides of a symmetrical object. If you've ever taken a look at bad poser textures from the side, you now know why there are seam-guides. Planar isn't optimal for making things line up perfectly w/o tweaking.
Cylindrical
Typically used on sleeves and (in my case) legs on pants; projects the map in a cylindrical shape, wrapping it around the mesh.
Cylindrical isn't optimal to use when it comes to mapping tops, etc, because the edges are so much more visible. You can of course cure this by using a seamless texture and a fill parameter, but sometimes that's just not what you want.
Some programs have a separate option for the Cap parameter, which is a pretty handy one it applies planar mapping to the caps of the cylinder.
Careful, though: If the ends the mesh you're working with are not at right angles to the sides, using Cap may make it bleed onto the sides of your mesh.
Spherical
Planet mode ! Wraps texture as if the mesh you're using is a sphere. Seams are visible at the poles, unless you do the seamless thing. Good for plastic beach balls.
Box
Six-sided map, each sub-map in planar mode. Faces are mapped from the closest box surface whose normal most closely parallels its own normal.
=================
And then I went on to sing LithUnwrap's praises.
Which I still do , btw.
~S
(edit - removed site-specific reference)
Message edited on: 07/09/2004 21:21
cableguy223 posted Fri, 09 July 2004 at 9:39 PM
Thats been most helpful. I copied , cut and pasted your leter into my notes.As for LithUnwrap. I tried that but when I went to import a model it just locked up the program. I had installed a program that I think was called simply " map it". It had an icon of a dummy for lack of better terms that I un-installed a while back but wish now I'd kept. Thanks again for your help
spinner posted Fri, 09 July 2004 at 9:49 PM
Lithunwrap has a max poly-count limit - that's probably what hung your version. I like it because of that, actually; I do think that the last thing you do before you export your mesh, if you're working on Poser stuff, is to reduce the mesh/polycount. If nothing else, it's tidier, and it's better for those still on medium to low-end systems (In addition to the Poser render/getting a move on times the more mesh you have in your image) ~S
IndigoSplash posted Sat, 10 July 2004 at 6:50 AM
[I can't see any 'decor'??? Why?....It's a metaphorical decor Ardiva :)...Oh! ROFLMAO!!!] LOL!...that's just too adorable :)
pearce posted Sun, 11 July 2004 at 5:09 PM
" Lithunwrap has a max poly-count limit.." There is a commercial (but very inexpensive) version called Ultimate Unwrap which has more bells & whistles and might have a higher poly allowance. You can download a trial version (fully-working but no saving) for free from..erm.. don't have the URL but you'll find it with Google easily enough ;) m.
cableguy223 posted Sun, 11 July 2004 at 5:57 PM
I'll give it a try, THAKS :)