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Modeling - Sculpting Dedicated forum to all the modeling questions & comments, from boxmodeling, edge modeling, assembly of shapes, etc. to sculpting.

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Old 18th February 2007, 17:15   #21 (permalink)
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Now I can assign textures with shading domain in Hexagon 2

n Carrara the texture does appairs but the risult is not good looking and the model does look very dark.









In Carrara the texture did appair but is not good looking and does look very dark. Sad




in Milkshape it looks to be without textures or materials ( that are in the same directory of the model).






I get a texture map with Hexagon and painted in this way.


When I load it into another istance of the moster model , the zombie is showed in the middle of the chest .
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Old 18th February 2007, 17:57   #22 (permalink)
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did you add a light to your Carrara scene?
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Old 18th February 2007, 21:34   #23 (permalink)
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Yes but nothing happened ( a sun light and and a moonlight).
I think that I'll quit my 3D trip. Too obstacles.
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Old 18th February 2007, 21:59   #24 (permalink)
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well a sun or moon light would be the last lights i'd use if i was doing a test render. try a spot, blub or distant light instead.
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Old 19th February 2007, 05:43   #25 (permalink)
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Quote:
Originally Posted by Affuso View Post
Yes but nothing happened ( a sun light and and a moonlight).
I think that I'll quit my 3D trip. Too obstacles.
As noted in the General tab/panel for the sun and moon lights, these lights are for use with the Sky or Realistic Sky atmosphere selections (turn on by selecting Scene under Instances on lower right panel, and select Realistic sky from the Effects tab's Atmosphere panel pull-down (2 arrows pointing down) of the upper right panel). Without those, I don't think the sun or moon lights will provide any light to the scene.

A couple things to try. One: Start a new scene using the Scene Wizard and select one of the sky variations. That will set you up with some nice lighting. Then use Import to add your model to the scene (make sure that it is above ground level). Alternately, two: It's flat, it's boring/dull, but at least you'll get a fair overview of your model: Select Scene (under Instances, lower right panel), open the ambient panel (under Effects, upper right panel) by clicking the right pointing arrow to the left of the word Ambient, boost the scene ambient lighting, and render. (Then, now knowing how flat ambient lighting makes a scene, turn ambient way down, and light the scene by adding regular scene lights (spot, bulb, distant, etc.) and/or the realistic sky atmosphere as described previously.) hth

rj

Last edited by ronjurman; 19th February 2007 at 06:04.
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Old 19th February 2007, 17:28   #26 (permalink)
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Thanks for the tip
It looks like shit..very different from Hex 2 preview.




Keep in mind that those are test for understanding the workflow , not operas but I am very frustrated: trying to textured game models and failed , try to render detailed and textured files in Carrara ( using the shading domain and assign material from Hexagon 2) and failed too.


Last edited by Affuso; 19th February 2007 at 17:44.
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Old 19th February 2007, 18:06   #27 (permalink)
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Affuso,

I am sorry things are not working out as you planned.

Do you have access to any character models that other people have done?
You may want to start by studying what other people have done.


before you totally give up, just remember...
Modeling is an art within itself
UV mapping an art within itself
Boning and Rigging is an art within itself
Lighting and Rendering is an art within itself
and i'm sure character design for games has it own set of needed skills.

Each one of these skills depends on the other, and the final product is only as good as the weakest link.
to get a good looking game model
you could be great at modeling, but if you cant texture, or rig it then you have problems
you could be great at texturing and map painting, but if the geometry of you models is less than PERFECT, you will have problems

I would not expect you could just jump in and start making great characters... that actually WORK in a game.

there have been some links in this thread to a few great tutorials, that should help you understand the steps involved in modeling and texturing.

this forum also has a search function that should uncover some older threads that address all of your questions.

Keep looking and working. 3D is very rewarding once you can get your head around everything!
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Old 19th February 2007, 18:21   #28 (permalink)
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Quote:
before you totally give up, just remember...
Modeling is an art within itself
UV mapping an art within itself
Boning and Rigging is an art within itself
Lighting and Rendering is an art within itself
and i'm sure character design for games has it own set of needed skills.

You right, as a 2 D animator , I considered as the main task only modelling while mapping and texturing a secondary thing, very easy task .
I found that even unwrapping is much more difficoult that I had planned.

I'll try again: I'll made a 4 limbs mesh and 'll do all again: texturing , exporting, riggin..
I wonder why the textures that I applied on the previous model , saved as Obj are not showed in the Model editor or Milkshape.
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Old 19th February 2007, 19:52   #29 (permalink)
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Done!
I do a basic mesh, unvrapped with Lilunwrap, paste on in 3 logos and open in the game engine.
The logos are in the right place.
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Old 19th February 2007, 20:39   #30 (permalink)
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Quote:
Originally Posted by Affuso View Post
Thanks for the tip
It looks like shit..very different from Hex 2 preview.




Keep in mind that those are test for understanding the workflow , not operas but I am very frustrated: trying to textured game models and failed , try to render detailed and textured files in Carrara ( using the shading domain and assign material from Hexagon 2) and failed too.

Affuso,

You're right. It does. But, probably because the light/sun looks to be coming from behind your model/object (i.e. it is backlit). Rotate your object to face the light (or alternately, the Realistic Sky edit option lets you position the sun) and swing your view around to that lit side. As it is currently lit, the back of your model is probably pretty well illuminated. hth

rj

P.S. Mentioned later, also try turning on Skylight under the Global Illumination panel (if not already enabled) in Carrara's render settings. It will slow the rendering but should help lighten up some of the model not getting direct light (far superior to using ambient lighting).

Last edited by ronjurman; 19th February 2007 at 21:58.
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Old 19th February 2007, 20:41   #31 (permalink)
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Bravo Affuso, don't give up!
I'm also trying to learn unwrapping and it's not easy. In the end we'll be banging our head on these nasty 3D models to squash them in a 2D plane!
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Old 19th February 2007, 21:34   #32 (permalink)
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Affuso,

A basic lighting (3 point lighting) setup tutorial, often used for photography (and other indoor scenes):

http://www.3drender.com/light/3point.html

Carrara has some presets in the Scene Wizard for lighting setups like this as well. In the Scene Wizard, look under Lighting Scene.

P.S. Note: After learning a bit about basic lighting setups (if you have photography books these can be helpful), you might want to look into Global Illumination, which is available in Carrara. Global illumination (settings/activation in Carrara's render settings) is a very powerful assist in lighting (at the expense of rendering time), but some knowledge on the types of scenes it works best in is required to make it truly useful/effective. Skylight (checkbox under Global Illumination) works particularly well with Carrara's realistic skies. (There are also some preset Global Illumination setups under Scene Wizard as well. Explore.)

rj

Last edited by ronjurman; 19th February 2007 at 22:04.
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Old 19th February 2007, 22:07   #33 (permalink)
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thanks all for the advices.
Soon, I'll try to animate those damn things in somewhat.
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Old 21st February 2007, 01:58   #34 (permalink)
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Say hallo to the basic textured robot man
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Old 21st February 2007, 04:56   #35 (permalink)
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It looks like you are getting the hang of it! Great!
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Old 21st February 2007, 14:02   #36 (permalink)
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Next task...animated that damn thing in the game engine!
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Old 21st February 2007, 17:51   #37 (permalink)
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looks bad but it just a test, a sort of very low poly robot.


I should have a vague idea of the whole workflow, now.

http://media.putfile.com/model1
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