2 registered members (Ayumi, 1 invisible),
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Re: FREE high Poly Modeller !! (great for normal m
[Re: JetpackMonkey]
#84597
08/05/06 18:46
08/05/06 18:46
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Joined: Apr 2005
Posts: 3,815 Finland
Inestical
Rabbit Developer
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Rabbit Developer
Joined: Apr 2005
Posts: 3,815
Finland
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about the gallery thing, I'll get you something soon.
"Yesterday was once today's tomorrow."
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Re: FREE high Poly Modeller !! (great for normal m
[Re: lsinteract]
#84600
08/06/06 08:31
08/06/06 08:31
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Joined: Apr 2005
Posts: 3,815 Finland
Inestical
Rabbit Developer
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Rabbit Developer
Joined: Apr 2005
Posts: 3,815
Finland
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Isinteract: can you send my key, since I got it from the site direct and didn't write it up anywhere. pwetty pwetty please Quote:
CB Model Pro is free!!!
That's great! hhow much it'd cost if we wouldn't have the beta?
"Yesterday was once today's tomorrow."
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Re: FREE high Poly Modeller !! (great for normal m
[Re: lsinteract]
#84601
08/06/06 19:20
08/06/06 19:20
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Joined: Jun 2005
Posts: 4,875
broozar
Expert
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Expert
Joined: Jun 2005
Posts: 4,875
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Quote:
the only downside is these models must be very low poly...( please open the examples in that directory in your other model program and then look at the result when loaded into Model Pro to see what I mean )
did and saw what you mean. nevertheless, can you give a vert limit?
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Re: FREE high Poly Modeller !! (great for normal m
[Re: Machinery_Frank]
#84604
08/07/06 13:48
08/07/06 13:48
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Joined: Oct 2003
Posts: 28 massachusetts, US
lsinteract
OP
Newbie
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OP
Newbie
Joined: Oct 2003
Posts: 28
massachusetts, US
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Hi again! for (Inestical ): Just register your email again on our site, and it will send you a Key! no worries :-) as far as poly limit, I wouldn't say it's verts you need worry about it's faces... so here's the deal, if it's something you also want to paint in our system then I would keep it around 30 poly's. If you don't want to paint and just want to model, I would keep it around 100 poly's max...This is because of the way we build a texture map when we export a model you've imported.. Usually you model the high-res stuff in pieces anyway, then you import into something like 3DS Max, or Maya etc. and include all the pieces in your "render to texture" map of the low poly surface, then all you'll need to worry about is just cleaning up some seams in photoshop, if you have any. Here's a really great tutorial on this using Max: http://poopinmymouth.com/tutorial/normal_workflow.htmAs far as modeling in our engine goes, I will build a video tutorial soon, so everyone can get a grasp on the organic modelling idea. For the meantime I'll say it's almost exactly like working with a ball of clay, you push and pull and use the sliders at the bottom to control your range of affect on the surface. I usually start in "Med" or medium-res, and do most of the shaping there since it's the fastest, then I click over to "Hi" or High-res, and model all my details (veins, scars etc..). anyway, I hope this helps in the meantime. We will get a tutorial up soon. :-) - Jim
Last edited by lsinteract; 08/07/06 13:52.
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