mouse7.rar (111.0 KB, 446 views)
Last edited by RobMasters; 17-11-2007 at 12:29 PM.
#
6
21-11-2007
, 06:03 PM
Registered User
Join Date: Oct 2007
Location: IL
There's supposed to be a way to mirror skin weights... I didn't manage to do it first time I tried, but maybe some of the more experienced users can help you with that.
About the scene:
*You don't have to use a translucent material to look through the mash. Use 'Shading > X-Ray' instead. (for a shelf button see FAQs).
*You have some non-manifold geometry in the lags. Look from inside the model and delete the unneeded faces in the legs.
*delete history from time to time (where you don't need it) ('Edit > Delete by type > History' while selecting an object).
While investigating the mouse it often did some freaky stuff... It may also be the version (I have 8.5).
*I'd soften many/all of the edges ('Normals > Soften Edge' while selecting it).
*EDIT: Beware - this may un-skin the mash. Always make sure you're done with the model before skinning it
Benny
Last edited by BennyK; 21-11-2007 at 06:09 PM.
#
7
26-11-2007
, 07:48 AM
Subscriber
Join Date: Oct 2003
Location: UK
Hey, this is me 'Rob Masters' but I'm on my original account now. I've been away from this for a little while while I've been working on other things, sorry I didn't notice your reply until now Benny! I've tried doing as much as you recommended, but theres only so much I can do without ruining the skinning that I've spent ages sorting out.
I'm now trying to texture the mouse, but I was wondering if I'd be able to just lay out the UVs for half of the model to do the job. I really don't want to delete half the model if I don't have to as this would mess up my skinning that I finally got to a half-decent level. Here is how I've divided up the areas for half of the model:
So can I get away with just laying the UVs for this half and then somehow mirror the texture to the other side of the model as well? At least I've learnt a fair bit from doing this....especially not to attempt skinning until I'm 100% done with modeling and texturing! I had no idea this could cause me any problems.
#
8
26-11-2007
, 08:32 AM
Senior Software Developer
Join Date: Jan 2005
Location: Livingston, Scotland
Yes the recommended 3D workflow is:
Concept/Idea
Modelling
Texturing
Rigging
Animation
Post Production
Finished
Look on Google and you will find articles on the process people/studios use
Chris (formerly R@nSiD)
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Winner SM VFX Challenge 1
3rd Place SM SteamPunk Challenge (May 2007)
#
9
26-11-2007
, 10:46 AM
Subscriber
Join Date: Oct 2003
Location: UK
Ok thanks, I'll be sure to keep that in mind in the future. Well for now I'm ploughing ahead with the texturing as I need to learn how to do this as well. It may just mean I'll need to redo the skinning later on, not to worry though.
This is the first time I've been inside the UV texture editor, so its taken me a little while to lay out the UVs for half the body and head - probably the most complicated parts of this model. As always, an image best describes whats going wrong.....
I've assigned the same chequered material to the head and the body, so I don't understand why the pattern is so much larger on the body than it is on the head. I did my best to try and keep the UVs roughly in proportion to the actual model, so I'm not sure what to do to fix this. Any ideas? Is there something in the settings of the chequered material that I need to change?
I realise the title of this thread doesn't really apply to what I'm doing now, but none of this seems worthy of creating a new one. Thanks for any help!
#
10
26-11-2007
, 12:30 PM
Registered User
Join Date: Mar 2007
Is it actually the same material assigned to both parts (like Lambert 1 or lambert 2)?
In the uv texture editor, there is a setting to display the image, if you turn that on it may give you a better idea what is happening.
gubar
#
11
27-11-2007
, 09:49 AM
Subscriber
Join Date: Oct 2003
Location: UK
Sorry for the very late reply, I've been rather busy at the moment with other deadlines for university as the end of term is fast approaching!
Yes it is definitely the same material assigned to the head and the body. I have only created one lambert with this chequered pattern. At first I unwrapped the head and body UVs so that the were still attached to each other, and this problem occured. I figured maybe I could try separating the head UVs from the body so that I could scale them down, but this doesn't seem to have any effect on how the texture appears. I'm hoping that there is some simple option somewhere that I've overlooked on account of being a newbie! Can somebody help me fix this please? Thanks.
#
12
28-11-2007
, 09:08 PM
Registered User
Join Date: Apr 2006
Location: United Sates
The reason why the Checkers are bigger on the body and smaller on the head is because of the projection scale. When you UV maped the body, with whatever kind of projectiong, whether it be (planar, cyclinder, sphere, etc.) each projection should have a scale attribute input box, just go back into those projection and scale them to have all the same number.
so for example, if the body projection has 16 for the scale size, use the same number for the head projection scale attribute box number as well. and may be a good idea to keep it a square ratio, like 16x16 or 3x3. etc.
hope that helped, or if not i was probably thinking something else.
9 months into Maya...and still learning...
0 experience with any other 3D programs
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