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September 2nd, 2005, 01:00 PM
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Major General
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Join Date: Jan 2005
Location: In your mind.
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Re: SweetPotato Modeller
And I hereby declare the SweetPotato modeller, just about to slip to Page 2, to be MIA, presumed KIA.
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O'Neill: I have something I want to confess you. The name's not Kirk. It's Skywalker. Luke Skywalker.
-Stargate SG1
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September 2nd, 2005, 01:26 PM
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Join Date: Nov 2004
Location: Floating in space.
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Re: SweetPotato Modeller
Hey, Ed Kolis is still working on this! He talks about it on the IRC channel. So be quiet 
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September 2nd, 2005, 05:50 PM
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
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Re: SweetPotato Modeller
Aww... yeah, sort of... but I decided to do something even better, remember - I wrote a DirectX exporter plugin for Art of Illusion 
Now all I need is some help with the 3D->2D texture baking algorithm for that plugin... 
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The Ed draws near! What dost thou deaux?
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September 6th, 2005, 03:52 AM
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Captain
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Re: SweetPotato Modeller
Yes, but not all of us USE Art of Illusion, so....
Personally, I use gmax, DoGA L3 and Photoshop CS.
~[img]/threads/images/Graemlins/Dagger.gif[/img]~
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Aa Turam Empire
Geekdom is eternal... you will be assimilated... resistance is futile.
A+ Se GdY S++ Fr- C* Cs* Sf- Ai++ Au>M! M- Mp! S@ Ss+ R! Pw+ Fq++ Nd? Rp++ G++ Mm++ Bb-- L-- Tcp
'We, the weird, chasing the pointless, for no reason at all, have been finding out things that have no effect on anything important for at least a couple days and are now qualified to chase our tails to the merriment of all watching.'-Narf et al
"Of course, you don't want to be going about handing out immortality willy-nilly, that just wouldn't be responsible." -O'Shea
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September 6th, 2005, 12:49 PM
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Join Date: Apr 2001
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Re: SweetPotato Modeller
Well, I could also try to make a plugin which makes the AoI interface more like DoGA... you know, picking parts and textures from a palette 
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The Ed draws near! What dost thou deaux?
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September 6th, 2005, 02:29 PM
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Re: SweetPotato Modeller
The program looks interesting. I'll download it as-is later today and take a look. Some of the results in the Gallery look really nice.
[img]/threads/images/Graemlins/Dagger.gif[/img]
__________________
Aa Turam Empire
Geekdom is eternal... you will be assimilated... resistance is futile.
A+ Se GdY S++ Fr- C* Cs* Sf- Ai++ Au>M! M- Mp! S@ Ss+ R! Pw+ Fq++ Nd? Rp++ G++ Mm++ Bb-- L-- Tcp
'We, the weird, chasing the pointless, for no reason at all, have been finding out things that have no effect on anything important for at least a couple days and are now qualified to chase our tails to the merriment of all watching.'-Narf et al
"Of course, you don't want to be going about handing out immortality willy-nilly, that just wouldn't be responsible." -O'Shea
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September 6th, 2005, 03:01 PM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
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Re: SweetPotato Modeller
Yeah... my favorite feature is that it's got the most incredible, powerful texture editor... you can basically plug in any mathematical formulas you want into a bunch of shader blocks which determine the color, emissivity, opacity, bumpiness, etc. of your model's surface, and even tweak those on a per-triangle or per-vertex basis via texture parameters!
Which explains why I so desperately want to be able to export AoI models to .X format... currently only the 2D textures will export, but the 3D ones are way better!
Another idea I had for a plugin would be one that takes all the objects in the scene, combines them into one via AoI's boolean or CSG operations, and merges the textures as well (since AoI supports only one texture per model, but you can have multiple layers of texture each with its own opacity map, you should be able to "fake" multiple textures  )
That way you could actually generate a single mesh and a single bitmap file out of some whole complex spaceship model or something built out of dozens of parts - i.e. modelled like in DoGA! 
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