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New Idea For Skinning Models.


Springheel

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One of our biggest problems is getting our models skinned. The only members who can do it well are busy with their own models. We've had models sitting on ftp for half-a-year waiting to be skinned.

 

NH and I have set up an exchange idea with ttlg. In exchange for texturing one of our prop models, we make the model available to use in the T3 editor. This way we get our props modelled, and the T3ed guys get something as well. When the mod is eventually released people will be able to use them in other engines anyway, so why not try to get some benefit from it now? :)

 

So Atti and Diego, could you guys check this list? If you could go through any models you've done that aren't on the list and make sure they're on the ftp site with a high and low poly version (unless too small to need one), that would be great.

 

Please let me know anything you upload so I can update the list.

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I think we should make a new thread on TTLG and make it clear that both benefits from it. I read the the thread and it gave me the impression that we were asking for people making some models FOR US, which promptly got the repsonse that poeple are to busy with their own. I think the posting should be phrased in such a way that T3Editors are seeing it as an advantage for them as well as for us, which IMO didn't come across as such.

Gerhard

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I think we should make a new thread on TTLG and make it clear that both benefits from it. I read the the thread and it gave me the impression that we were asking for people making some models FOR US, which promptly got the repsonse that poeple are to busy with their own. I think the posting should be phrased in such a way that T3Editors are seeing it as an advantage for them as well as for us, which IMO didn't come across as such.

 

I updated the posting to reflect the mutual benefit. People are already showing interest. Crispy has volunteered to skin models.

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By unwrap do you mean making uv maps? If so there's a free program that will do that for you.

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By unwrap do you mean making uv maps? If so there's a free program that will do that for you.

 

well that's definitely not the case. the programm helps you, it doesn't do all the uv-mapping work for you - imho it's especially usefull for organic objects, but I think it isn't that good for general props.

another problem is that it doesn't accept more than about 1 out of 20 models - I just tried it myself and I couldn't load a single model of the mod.

 

you shouldn't promote something you haven't even used yourself ;)

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Well, I haven't used it myself, but Oddity swears by it.

 

 

edit:

you shouldn't promote something you haven't even used yourself

 

I know nothing about modeling software, so I rely on what modelers tell me. When he posted about the usefulness of the software, no one disagreed.

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That's right that they are less complex, but because of that, you do each face of the object yourself, whereas an organic object has lots and lots of faces, and you don't care about those, you only care about the round smooth forms theyform, and thats where that app comes in to help.

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Well, I don't know that much about organic modelling, but I would assume that a tool, that can unwrap organic models should have no problem with non-organic stuff, as they are usuall less complex, right?

 

they are less complex, but very different. for example unfold3d doesn't accept meshes that are split into several parts - that's not a big problem for character models, because usually all parts of a organic body are connected to each other. props, like tables and chairs for example consist of several parts - a simple table is actually just 5 boxes - so you have got 5 meshes. of course you could model it as one mesh, but then you'll need a lot more polygons.

 

if you coding guys don't believe me, try it out yourself and unwrap one of our prop models with unfold3d - at least my version 3.0.9 doesn't accept a single prop-model - maybe there's a new version out there, that is able to do it.

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