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  #1  
Old September 2nd, 2005, 01:00 PM
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Default 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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Old September 2nd, 2005, 01:26 PM
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Default 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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Old September 2nd, 2005, 05:50 PM
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Default 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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Old September 6th, 2005, 03:52 AM
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Default 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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Old September 6th, 2005, 12:49 PM
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Default 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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Old September 6th, 2005, 02:29 PM
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Default 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]
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Old September 6th, 2005, 03:01 PM
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Default 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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