oops...thread has grown a lot..Sorry, been away a bit.
Luke wrote:Wow that first mesh is very high poly, I don’t think blitz3D or Irrlicht can load meshes that high poly. I tried load the exported b3d mesh in unwrap but I gave up after 10 minutes of it loading....
Didnt know, I never downloaded...sorry..
juliusctw wrote:hey vermeer
I just have a general question for you about UV mapping, i have been using blender and I can kinda model human, I know how to use the UV mapping and export the map, but I cannot find any tutorial to teach me how to draw Human faces realistically using gimp or any other app.
I can draw them, but they look pretty bad, how did you learn it?? any books i can buy?
Then your question is not how to uv map, but how to draw...
Difficult answer. I have been 30 or so years learning it..
My advice would be...just pic a photo free of rights, make some filters and changes, draw over it, and wrap it over your UV template. You can also mix several photos of your friends, picking pasrts, doing feathered selections, mixing, changing stuff...Just ensure they don't get recognized!! Even if they agree, they dont know it's a bad thing to have your face photo floating everywhere...
Learning to draw ...heh. You're attacking too much stuff at a time if also want to control this engine
Anyway, I'll answer partially your question(a real answer would require a long talk in a café, and that counting on my short free time...)...I personally like an anatomy book from Moreaux, can't remember the Book's name...
On the inet, is very famous a Loomis book, somewhere...but I saw the pages and am not fan of that.
I don't get into more detail -searching in google- , cause, basically, is all practice/good eye...I have needed a life of practice for my today's skills...
A book wont make magic...
But...many texturers dont know how to draw!! Most of which I know. Today, at AAA companies, they require it. An dthey think their buddies really do have the skills cause they showed em some nice concept art...the true is..they dont. And they still make great textures. Is mro ephotoediting, effects, and filters...mountains of tricks...still way faster than learning to draw.
Is just a random advice, dont take it seriously
Luke wrote:Vermeer/Juliusctw:
That ginger bread-man juliusctw posted, seems to have virtual modifier on it making it smooth, if I export it straight a way to b3d it comes up as a very low poly ginger bread-man made of cubes. If I press the “Make Real” button and then apply in the modifiers tab it turns out fine.
Is that ok, or should my exporter use the virtual modifiers somehow.
No worries...
julius didnt kno...no modifiers when export to an engine..is like the wise advice of compiling the stack in 3ds Max beforeexporting...or plot everything before exporting an x file from xsi...
Make real button is correct. Is a bake.
The formats arent prepared to know every specific 3d package feature, they indeed must keep universal, so is b3d, md5 and x. So, as I guessed, nothing wrong in your methods...
Julius, you can just subdivide in the edit(tab key) buttons. Or hit the make real button like he did before exproting...Anyway, am unsure on all those new modifiers, which will/wont cause exporters probs...
julius wrote:
It seems to me that with this skeleton animation, we can make any rigged mesh do anything using a series of setRotation, setPosition. As long as we keep the naming convention of the joints constant, we can use the same walking/running/jumping sequence on any mesh
Very interesting, julius. Have been done in many engines, and is done by artists in Max. I dunnot kno never to do anything in code, tho.
reading on real time as u say, woul add a lot of flexibilityu in thegame. But unsure on how hard is it. Maybe wait till the loader is done, then do the extra bonuses
since b3d files now no longer need to store any animation info
been done already with b3d engine...so, yep, sounds cool.
zoot wrote:First, a solid b3d exporter for blender will make a lot of people very happy. Blender has great UV mapping features and would be great for games, only so far it's been hard to get the models out.
yup.I mentioned earlier.
I kno many ppl will at bb forums among several places...
I hope that of several meshes doesnt mean we loose the single piece, well weighted human model sort of rigging we all love...
Luke wrote:Vermeer:
Some good news (hopefully…)
You sure md5 does bake em?
I thought it was actually just taking ipos info...As the anim files are ridiculously small...even just some tiny Ks...
in any case, you mean baking all bone keyframes(not the mesh vertices)...yep, probably...
test the worm export(from the blend I gave you) with the md5 exporter(is in that text window, already opened, just hit alt+p after clicking there), is prepared for that...you can check in the md5anim exported file what it is actually outputting...the md5mesh I think is the model mesh itself,no anim....
BTW, if is how md5 does, great way to go then...