Search found 161 matches

by oin
Tue Jun 21, 2005 5:42 pm
Forum: Interface & Tools
Topic: MS3d Importer?
Replies: 1
Views: 1708

There's sure an exporter, even I think with animation export, dunno if there was also a ms3d importer. Have a look at www.elysiun.com (user forums link at the left menu here, btw) If is for just statics, OBJ will do great , however, and ms3d native obj export is very good. These plugins tend to be e...
by oin
Mon Jun 20, 2005 9:25 pm
Forum: Interface & Tools
Topic: Hard/Soft edges for smoothing
Replies: 45
Views: 28327

Absolutely agree with Efbie. I do game art(of all types, that also involves highend) for a living, and I know he's quite right. I also know many "foreigners" to Blender world have tried to get in by the game art door,(and no one can know what they'd end doing, maybe not even game art) with the inten...
by oin
Sat Jun 11, 2005 1:09 pm
Forum: News & Chat
Topic: Inspiration for coders (animation related)
Replies: 13
Views: 8516

Seems it has a way to quick and interactively at any moment glue(and unglue) joints to world space...and it's quite cheap, for what I have seen lately...I wonder how this compare to CAT. Also, not only as plugin, like other solutions (in this case for a lot of packages) but also as cheap standalone....
by oin
Sun May 15, 2005 11:40 am
Forum: News & Chat
Topic: Release suggestions
Replies: 25
Views: 10657

I made an experiment some time ago (maybe a pair of months) . Put a coder, which worked with me in certain game company...to use Blender. I was trying him to become natural with it, as was gonna be the tool I would be using for a level I was making for his coding portfolio. He had used previously qu...
by oin
Mon May 02, 2005 7:18 pm
Forum: Interface & Tools
Topic: Blender to 3Dmax?
Replies: 13
Views: 3947

vrml forces triangulation, I think...At least the max importer (as vrml 2.0 may respect quads, dunno) Obj respect quads. vrml wont carry the bone weights, neither. x does, as md5. But are different functions. No need to carry all in each format...For me, obj tends to rock for statics,and x or md5 I ...
by oin
Sun May 01, 2005 10:54 pm
Forum: Interface & Tools
Topic: Blender to 3Dmax?
Replies: 13
Views: 3947

yup, there's one version also for max3. But dunno if it will work well...sure u guessed the url already... : http://www.habware.at/duck3.htm Consider for all versions there are allways two flavours: a max importer, and a max exporter. That is max2obj and obj2max. I know this arent the right forums, ...
by oin
Sun May 01, 2005 10:50 pm
Forum: Interface & Tools
Topic: Blender to 3Dmax?
Replies: 13
Views: 3947

euh, dunno if then thread is closed, but passed by here, and thought i could solve his doubts easily, so...(i used that workflow in pro environment) "Will that .obj format keep the uv coordinates as well?" yup "Hmm just tried that format and when I go to import into max, nothing appears. I am using ...
by oin
Fri Apr 29, 2005 10:07 am
Forum: Interactive 3d
Topic: Multitexturing
Replies: 18
Views: 9977

Speaking about high res 3d stuff, is also useful. When you are uv mapping/texturing a head, for example, it comes really handy to be able to use a second or third uv texture channel to blend just over an UV seam. This way, you wouldn't have to sew/match uv coord to uv coord more than in a raw quick ...
by oin
Fri Apr 22, 2005 9:15 am
Forum: News & Chat
Topic: Recruiting new programmers
Replies: 49
Views: 18153

LetterRip, that sounds really good, you've mentioned the majority of features that once built in would attract game developing artists (I'm one) I don't know where, but in certain post I think I listed what game artists expect to have in a package as essential features, and mainly, are all features ...
by oin
Thu Apr 21, 2005 10:34 pm
Forum: Animation
Topic: New tool: vertex group assignment via envelopes (released!)
Replies: 27
Views: 15446

hey he rarely reads the forums (*any* kind or shape of forum) I've emailed him as I highly doubt he'd read these forums. I suspect he posted the stuff for people get noticed, and that's all ;) So I have emailed him, but also...he may take his time till he notice he has mail...or he may notice tomorr...
by oin
Mon Apr 18, 2005 11:53 am
Forum: Rendering
Topic: Render to texture
Replies: 14
Views: 20233

Just an example (of the many) on how real time graphics are more and more aproaching to high end, but meaning a way lot les cpu use while editing... http://www.elderscrolls.com/art/obliv_screenshots_01.htm The full workflow starting from Blender : http://www.constantthought.com/node/31 ...(setting l...
by oin
Mon Apr 18, 2005 11:14 am
Forum: Rendering
Topic: Render to texture
Replies: 14
Views: 20233

an other use for these kind of tools in to speed up rendering of animations. You bake lighting to the textures of things that don't move and then you can just render and disable light for these geometries. It really speeds the render a lot. Exactly, Efbie. Indeed, I have xsi the dirty cheap version...
by oin
Mon Apr 18, 2005 11:03 am
Forum: Rendering
Topic: Render to texture
Replies: 14
Views: 20233

-Edit, I see you wrote a second piece explaining it into more depth- So what is important for this feature is to keep light separate from the other textures used, because in a game engine you want to reuse tiles of textures where ever possible. Even new UV's as you suggest. For blender itself it wo...
by oin
Mon Apr 18, 2005 10:43 am
Forum: Rendering
Topic: Render to texture
Replies: 14
Views: 20233

BTW, besides Maya and Truespace, Max, Softimage XSI (I'm still guessing how the feature works) rendermap, Gile[s](specialized tool on this) , and pretty every high end package out there do this. There's a radiosity solution -a very good one- Fsrad , which is open source and imho, has one of the best...
by oin
Mon Apr 18, 2005 10:19 am
Forum: Rendering
Topic: Render to texture
Replies: 14
Views: 20233

While it's true that the baked lightmap wont change with light change, it's largely used in all games today. Basicly, the realism feel you give to a real time game scenery when bake GI lighting into a second uv channel texture is not even comparable with an scene without it. In real time, real time ...