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gradients - texturing help!!
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gradients - texturing help!! // Archive: Tech Forum
Post by kurageart // Dec 12, 2006, 3:38am
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kurageart
Total Posts: 37
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Hello. I'm a very new user of truespace... I just bought yesterday the 6.6 version. I'm planning to use it to craft my new short film... since this software is cheap and seems having all the features i need...
One thing i badly need,and I didn't found yet, is a "gradient" texturing tool.
I found a nice little plugin on free resource section called something like "simple gradient".
That's very good, but I also need radial gradients , and gradients that would follow faces profiles...
How to accomplish that?
Note: the shader MUST be correctly visualized in the preview window...
I noticed about a plugin called Shady, but I read somewere that it doesen't visualises gradients appearence correctly in 3d viewport... And I need to see them correctly while I'm playng with uv projection For individual faces (great feature, very intuitive too).
Please help me a bit :)
Don't think i'm too picky... If you check my artworks, you'll see why I'm asking about this kind of things...
If you're interested, i'm looking also for collaborators for my new vanguarde short "odysseus- nobody"..
After many search, i decided that to realise it I'll use truespace combined with project dogwaffle 4 pro
By the way, this software is great. |
Post by jamesmc // Dec 12, 2006, 4:47am
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jamesmc
Total Posts: 2566
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Stretching out a gradient can be done to a certain extent. In polygonal modeling, the canvas are the polygons.
If you were to cut your model in half and flatten it out, that is the shape you need to see to paint. Cut a cardboard milk carton in half and spread it out, you will see how the printing was applied to different sections.
In tS66, there is a utility called U V mapping. It's there on the bottom tool line and also to a certain extent in the material editor where there are some U V "stretchers".
If you know of a piece that you are painting, then you can have tS make a bitmap for you, so you can take that into your favorite Painter program and modify it.
It's also to name the pieces of your model, so you can be very specific when doing UV mapping. It would be near impossible to perfectly align a bitmap UV to a human model. However, a face UV map that has been converted to a bitmap and painted is much easier to deal with.
There are many shaders available, I mostly rely on my Painter programs to supply anything specifically and "map it" onto the surface of the model.
If you haven't had the chance to see the GameSpace videos on modeling, they are excellent. One of the videos towards the last explains how to prepare you model to receive 'texture maps.' |
Post by kurageart // Dec 12, 2006, 5:22am
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kurageart
Total Posts: 37
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hi. thanks for the hint.
If possible, i wanna avoid using bitmaps- it's gonna be very tedious doing what i'm doing "manually painting bitmaps".
Just looking for shaders... i think there should be somewhere something like a "radiant shader"... (i mean, a shader that uses circular gradients)
ps. I know what u mean... i'm not that new to 3d modeling and animation... just very new to truespace :) |
Post by kurageart // Dec 13, 2006, 1:09pm
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kurageart
Total Posts: 37
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found the solution!
thanks anyway!
now the difficult part: animating
by far , best resource seems motion studio---
right? |
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