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Author Topic: Ridley's Lair: Hats  (Read 314101 times)
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Gamma Ridley
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    « Reply #180 on: October 30, 2011, 07:26:42 PM »


    Well that shouldn't be too much of a problem, should it? Just not rig anything to those bones that rotate the spheres? They aren't really used anyway.
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    « Reply #181 on: October 30, 2011, 07:31:05 PM »


    Yes i was thinking about that... its true... i just hope the mesh can be smoothed out tho... its mad bumpy... but hey if we can get them in game the better... right? thats our whole purpose... sorry i havnt sent the files yet... its a bit tedious importing and exporting... i should be done in less then 15-20 mins... or maybe less... i just gotta stop posting for a while xD
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    Gamma Ridley
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    « Reply #182 on: October 30, 2011, 07:32:01 PM »


    That's perfectly fine, I'm sure we'll find a way to smooth them out. There's definnitely more than one way to smooth it out.

    Just tell me when you've finished. =P
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    Friedslick6
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    « Reply #183 on: October 30, 2011, 07:48:46 PM »


    You'd need to apply the normals from the 3D Ripper DX capture to the 3DVia Capture capture in order to fix the bumpiness. Unfortunately, I don't know how to do that. I do know it's possible to do in 3D Studio Max though.
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    « Reply #184 on: October 30, 2011, 07:58:30 PM »


    You'd need to apply the normals from the 3D Ripper DX capture to the 3DVia Capture capture in order to fix the bumpiness. Unfortunately, I don't know how to do that. I do know it's possible to do in 3D Studio Max though.
    Mesh smooth? tried it... didnt work =/

    @Gamma: 3 more to go...
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    Gamma Ridley
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    « Reply #185 on: October 30, 2011, 07:59:11 PM »


    @Gamma: 3 more to go...

    Godspeed.

    Hope you can fix the bumpiness....
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    Friedslick6
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    « Reply #186 on: October 30, 2011, 08:02:20 PM »


    No, not mesh smooth. Normals application.
    Alternatively, you could try fixing the normals like either of the ways in the second part of this tutorial (starting from
    13:39
    )
    <a href="http://www.youtube.com/watch?v=rA624N9_X-8" target="_blank" class="aeva_link bbc_link new_win">http://www.youtube.com/watch?v=rA624N9_X-8</a>
    « Last Edit: October 30, 2011, 08:12:31 PM by Friedslick6 » Logged

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    « Reply #187 on: October 30, 2011, 08:34:51 PM »


    It works! =D... Thx Fredslick6 =3

    ok gamma do you want me to smooth it out or can you do it also? eh nvm ill smooth it out and then send it ... i should be done in 10 mins or 5....
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    Gamma Ridley
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    « Reply #188 on: October 30, 2011, 08:35:40 PM »


    Friedslick, you are my new hero. Awesome Face

    It works! =D... Thx Fredslick6 =3

    ok gamma do you want me to smooth it out or can you do it also? eh nvm ill smooth it out and then send it ... i should be done in 10 mins or 5....

    No problem, man, I await the results. =D
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    « Reply #189 on: October 30, 2011, 09:23:14 PM »


    It is done >_>" im gonna make a Import thread and add some previews...
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    Gamma Ridley
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    « Reply #190 on: October 30, 2011, 09:40:58 PM »


    It is done >_>" im gonna make a Import thread and add some previews...


    Thanks again!

    Also, a preview of the UV issue:


    Two steps forward, one step back.

    We'll get there some day.
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    « Reply #191 on: October 30, 2011, 10:06:51 PM »


    It might have to do with the way it got exported from 3DS max...
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    Gamma Ridley
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    « Reply #192 on: October 31, 2011, 12:20:12 PM »


    That was taken in 3DS Max. /:
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    « Reply #193 on: October 31, 2011, 12:22:10 PM »


    it was after converting it into a DAE right?
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    Gamma Ridley
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    « Reply #194 on: October 31, 2011, 12:25:30 PM »


    Nooope. I just plopped the textures on and hit Render. /:
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