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On 08/10/2014 12:14, Thomas de Groot wrote:
> On 8-10-2014 10:14, Stephen wrote:
>> Cobblers! ;-)
>>
>
> And full of mischief... :-)
>
> Thomas
>
:-)
--
Regards
Stephen
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...now with 81% more UV-mapping! (The hand and innermost surfaces of
the mouth I need to do a bit of rearranging on the texture to include
them properly.)
Done entirely in Moray! (Well, I did a screenshot of the wireframe and
moved things around a bit in an image editor, but the rest of the
process was all done in Moray. Which I can't say I recommend as the
most efficient workflow.)
I still need to do some tweaking of the geometry, but getting the
UV-mapping done was partly to facilitate that, since that's the only way
to colour-code polygons to visually group them.
--
Tim Cook
http://empyrean.sjcook.com
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Attachments:
Download '2014-10-13 mermaid.png' (304 KB)
Preview of image '2014-10-13 mermaid.png'
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On 13/10/2014 13:09, Tim Cook wrote:
> Done entirely in Moray!
I am impressed!
And it is pleasing to the eye. :-)
--
Regards
Stephen
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It is an impressive achievement, more so even considering you did it all
in Moray.
Which - by the way - shows the capacities of Moray and its possible
future development.
Thomas
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On 2014-10-13 09:53, Thomas de Groot wrote:
> It is an impressive achievement, more so even considering you did it all
> in Moray.
I'm not sure if it's stubbornness or laziness that drives me to insist
on sticking with Moray instead of learning one of the major 3D packages
that are infinitely more marketable to know how to use...
> Moray and its possible future development.
One can hope. XD
--
Tim Cook
http://empyrean.sjcook.com
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Thomas de Groot <tho### [at] degrootorg> wrote:
> It is an impressive achievement, more so even considering you did it all
> in Moray.
>
> Which - by the way - shows the capacities of Moray and its possible
> future development.
>
> Thomas
Given enough time and effort, anything can be done, as long as it's
theoretically possible. Look what s day can do with just SDL.
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Reading this mesh as a mesh2 object in PoseRay, UV-mapped or not, turns
it into gibberish. Un-checking 'export as mesh2' in Moray clears up the
gibberish. This doesn't seem to apply to all mesh2s, just the one I've
spent a great many hours on.
It /renders/ just fine.
*sigh*
--
Tim Cook
http://empyrean.sjcook.com
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Attachments:
Download 'image1a.png' (107 KB)
Preview of image 'image1a.png'
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When you get this kind of thing it means that something is not
consistent within the original mesh, congruent faces sharing the same
edges for example, or deprecated triangles. I don't remember if you can
search for them in Moray. In Silo, those things appear as soon as
subdivision is applied. It is then a matter of selecting the offensive
faces and trying to find the construction error.
Thomas
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"jhu" <nomail@nomail> wrote:
>
> Given enough time and effort, anything can be done, as long as it's
> theoretically possible. Look what s day can do with just SDL.
You have guessed at my approach then, the secrent is I have a room with an
infinite number of monkeys and replaced their typewriters with PC's running POV
;-)
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On 2014-10-15 02:18, Thomas de Groot wrote:
> When you get this kind of thing it means that something is not
> consistent within the original mesh, congruent faces sharing the same
> edges for example, or deprecated triangles. I don't remember if you can
> search for them in Moray. In Silo, those things appear as soon as
> subdivision is applied. It is then a matter of selecting the offensive
> faces and trying to find the construction error.
Strange that it seems to subdivide fine within Moray. Ach.
Ran into a few troubles with texturing it due to subdivision issues with
triangles, was considering rebuilding it after planning out edge loops a
little better. Should go faster second time 'round, eh?
--
Tim Cook
http://empyrean.sjcook.com
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