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| | #61 (permalink) |
| Vertex ![]() | Me again (sorry!) ...I'm stuck on extruding the viewfinder ..I can't get mine to reduce down on the front - I can only get it to angle - I've enclosed another screenshot. Is it possible to enter angle, height and scale before validating? I tried it but the numbers change according to where my mouse is at the time . |
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| | #65 (permalink) |
| Vertex ![]() | Thanks Sardtok..but how do I point them in the right direction, and what does "average normal" mean? I followed the directions in the tutes so i'm unsure how this happened. I hope Grendel has time to eventually make a s l o w detailed movie (unsubtle hint) because it's a really useful tute..but some parts are frustrating for newbies to understand. |
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| | #66 (permalink) |
| Box modeling ![]() | Here's a quick and nasty illustration of what normals are, if you happen to remember much from geometry back in high school, this should ring a bell now. It shows your surfaces on the left, and his surface on the right (as far as I can tell from the picture you uploaded). So his extrusion would go straight out, while yours would point upwards (you can try manually changing the angle parameter by typing to see if you might have some luck with that). Now, I expect you know what an average is, and now that I've shown what I mean by normal (although I kind of expect you simply didn't know what kind of normal I was talking about), being a vector pointing 90 degrees off of a surface. You can probably tell that that vector would point somewhat upwards on the surfaces you are extruding. Anyway, I need to sleep, and I'm not going to make a nicer illustration of this tomorrow. ;)
__________________ --- The Zigg (Take me off for great justice?) |
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| | #70 (permalink) | |
| Vertex ![]() | Quote:
I still couldn't get the darn Extrude to angle as Grendel's did (typing in the angle didn't work at all..it just reverts to what my mouse is doing) so I used a workaround and it looks the same now as Grendel's example ![]() | |
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| | #72 (permalink) |
| Always learning new stuff ![]() | Fixed, sorry!
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| | #73 (permalink) |
| Spline ![]() | multiple edges on extrude I'm working through the tutorial with mostly good results. However, I notice that on several occasions using the specified tools, I'm getting more than one edge appearing in the same space. The initial extrude on the left side resulted in my two front corners being separate. After deleting the extruded edges and rebuilding the front faces with the bridge and tesselate tools, the extrusion worked as expected, with the corners moving in sync rather than as separate units. Also, when I attached the knob to the left top, using the facet tool to fill in the gap resulted in multiple edges which don't show up in unsmoothed mode, but which cause things to get seriously screwed up when smoothed. I managed to separate the overelapping edge points and fuse them with a target weld and all is well. But I'm not sure what I'm doing wrong to produce those multiple elements. |
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| | #75 (permalink) | |
| Spline ![]() | Quote:
edgework.tripod.com/samples/cameracorners.jpg | |
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| | #77 (permalink) | |
| Spline ![]() | Quote:
ah well, I'll keep noting what I'm doing and the results. Meanwhile, the workaround got me where I needed to be and also alerted me to possible future problems to be alert for. The tutorial was extremely helpful. | |
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| | #79 (permalink) |
| Always learning ![]() | Does any one know how to get the texture of the camera done? Meaning the stickers that it comes with.
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| | #80 (permalink) |
| Moderator ![]() | You can either uv-map areas where you want stickers, create separate shading domains, or create rectangle layers in the shader room using opacity maps for your stickers. I UV mapped this one http://forums.polyloop.net/gallery/s...searchid=10744 and opaciity mapped these http://forums.polyloop.net/showthread.php?t=7216 they both work well. Last edited by Grendel : 23rd February 2007 at 13:14. |
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