Hard Light Productions Forums
Off-Topic Discussion => Arts & Talents => Topic started by: Singh on July 14, 2006, 03:52:29 am
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Just a bunch of Ursas, flying through the night. :)
(http://img.photobucket.com/albums/v107/anandraj/Ursas.jpg)
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Please tell me, If thats the latest build i need to download it now............... :D ;) :D
Wicked ender if thats the case ! 8)
[wtf is with my early 90's attitude today??!!)
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why the subtle motion blur? ;)
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Nice work! :yes:
But those engine glows look a little solid and pointy, rather than semi-translucent...
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I thought those were trails...
Good job, anyway.
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Oooh, they do look quie nice.....
We need an HTL Thoth and ulysees so we can rerender the first part of the fs1 endgame scene....
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Aren't the guns on the wrong side?
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Yeah they are, the model gets flipped when importing/exporting IIRC...
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(http://i22.photobucket.com/albums/b311/WMCoolmon/singh_donuts.jpg)
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Could you not invert it across the x-axis before conversion ? :confused:
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*whispers*
"There it is...the Coalition's Second Fleet."
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ROFL @ starlancer Kamov reference.
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Yeah they are, the model gets flipped when importing/exporting IIRC...
It does? I'll make sure to flip my models once more next time I render. Currently, I'm struggling to get something that can convert .cob to .obj, though. The College's computers are rather finicky about installing programs, which means i need something that'll do it quickly. Lilthunwrap cant seem to convert the hi-poly aeolus either, so its only good for fighters and bombers (both of which I intend to convert and render soon).
Oh, and WMCoolmon: Now THAT's funny! Nice one! :D
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So, you are not going to work on your story anymore?
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Singh, try accutrans 3d (http://www.micromouse.ca/) I use it often for comb->obj / obj_cob conversion...
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Thats actually a pretty cool prog, and he expects us to use ou consience and delete the copies after 30 days.
:lol:
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ok, thanks for the program Firecrack - it worked and I managed to get the hi-poly Medusa into Maya!
Now, there's another wee bit of a problem (actually 2): Triangulation and grouping.
I'm currently unable to pinpoint in which exact stage this is happening, but the models always end up triangulated and with some...wierd geometry when I finally open the .obj in Maya. I dont think its happening in the .cob--->.obj stage, since I have it set to make everything as quads, so I suspect its actually PCS that's triangulating the models in the .pof--->.cob stage. Does anyone know how to fix this problem? While I can still render and stuff while it's triangulated, it sorta makes it...I dunno...messy to look at when i want to...err...play around with it, I guess. :p
Second problem is with Accurtans 3d. It basically converts all the LODS, the debris and such into a single object/mesh; and I am unable to access or delete the other debris and lods unless I specifically delete them in Accurtans 3d first. Whereas when i tried converting with Lithunwrap, it managed to convert the .cobs fine (at least, for the ursa and the medusa - its not willing to touch the hi-poly cap ships) with all the layers/grouping and stuff. What gives? It does the same to any mesh I try; up to and including the hi poly asteroids and stuff :(
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You're using maya eh, that makes it easier for you to give you a solution...
1) Maya has a quadrangulate function (Polygons>quadrangulate) have you tried using that?
2) I find going polygons>seperate... or mabye Edit Polygons>seperate works well for me. It breaks the object down into it's subobjects, you do lose grouping though...