Re: Can We Use OpenGL in the UV Editor ? Tutorial #4
Hi Zaug, thx, if all work is done here (the neverending story) I'll hopefully have enough time to go deeper in Flash and actionscript, which can be really helpy for creating nice looking tutorials...(nicer than this ;-) Unfortunately I'm building up at the moment a new company with a friendboahhh 15-18 hours of work a day... nothing left to say. If everything is working as exspected, everything will be normalized in the mid/end of the year, and then there is time enough left to work out all the promised things of the last years the robowalker, some scripts, UV-tutorial, some free models. I'm really working hard at the moment... and being on the list with a cup of coffee is a nice moment on this stressy days :-) Matthias - Original Message - From: Zaug [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Tuesday, March 18, 2008 3:36 AM Subject: Re: Can We Use OpenGL in the UV Editor ? Tutorial #4 Part 1: http://bild-frei.com/index.php?id=45 (OK, quick and dirty not very much time on the table...) Matthias, If that is quick and dirty, languid and passionate will likely be nominated for an an award ; ) Very effective presentation method; I had not considered something like this for a tutorial medium. Thank you for the work on this. Zaug
Re: Can We Use OpenGL in the UV Editor ? Tutorial #4
- Original Message - From: studio [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Tuesday, March 18, 2008 3:35 AM Subject: Re: Can We Use OpenGL in the UV Editor ? Tutorial #4 When is Daddy coming home ? Why are the wolves laughing ? Part 1: http://bild-frei.com/index.php?id=45 (OK, quick and dirty not very much time on the table...) Matthias Hi Matthias : This is a very beautiful tutorial . It almost looks like 'Flash' , the way it loads . What S/W did you use to build it ? (i'm still using notepad) . Typo3 (an open source CMS www.typo3.org) Borders of the thumbs are generated on the serverside via typo3+graphicsmagick+mask. Popup Effect is a extension, which integrates Lightbox http://www.huddletogether.com/projects/lightbox2/ in Typo3. I have to layout it, that it fits to the rest of the website, but not enough time . Anyway , yes , thanks for doing this , and I tried these exact same steps a few days ago . Trust me , I get the con- cept of 'Map2object' and using a cylinder . I just didn't get any good results , but I think it was just the model that was used (the head.r3d object) . Hm, maybe the cylinder seam was not at the right side. More or less is it a simple projection of coordinates from the cylinder to the heads default UV-coordsys what is done behind the curtain :-? Matthias
Re: Can We Use OpenGL in the UV Editor ? Tutorial #4 and S/W Links
This is a very beautiful tutorial . It almost looks like 'Flash' , the way it loads . What S/W did you use to build it ? (i'm still using notepad) . Typo3 (an open source CMS www.typo3.org) Borders of the thumbs are generated on the serverside via typo3+graphicsmagick+mask. Popup Effect is a extension, which integrates Lightbox http://www.huddletogether.com/projects/lightbox2/ in Typo3. I have to layout it, that it fits to the rest of the website, but not enough time . Matthias Cool . Thanks for the links . I'll have to check them out . Since you are too busy lately to know if it is light outside or dark , here's a link to another really awesome freeware desktop (system tray actually) utility . http://www.singerscreations.com/AboutWeatherWatcher.asp Highly configurable with many options , Weather Watcher is voted a top notch spyware free , freeware utility that can tell you everything from humidity to moon phase . Now when you feel your fangs growing and your claws scratching , you can just check your system tray to see if the moon is full . He has other cool S/W too , like a utility that will launch your website automatically from the CD you burn it too .(hope that makes sense) . Imagine an RS tutorial CD that launches automatically and shows a brief intro of snapshots of all the various tutorials included ? Windows-only , from what I can see . garry
Re: Can We Use OpenGL in the UV Editor ? Tutorial #4
so that we could then look at the unwrapped mesh and see how it has been textured ? Did I miss something :-? Something like this. http://the-final.com/rs/UV-Ogl.jpg Matthias Listen ... , Moe : Yes , you missed it every single time I drug you down to the river to drink the red/green/blue water . I'll try again . Look at the attached image (again) . This is a screen cap of the 'UV Coords' in the 'UV Editor' . It is an unwrapped mesh . As you can plainly see , it is untextured . Now , what I asked , originally , was , why not texture this with OpenGL so that we can get instant feedback about how our mesh is being textured , without having to constantly look at the actual model .. try to spin it around etc etc etc ? . If you aren't getting this tiny point , then you must not be understanding any of this whole complete thread . I'll try this one again , too . (look below , not above) . You said it was easy to unwrap a mesh by first desroying all the UV's . You said , (quote) with totally destroyed UVs . So , how do we totally destroy the UV's ? Which button do we push ? What is the process ? How can we achieve this ? Is there a trick ? Do you have a link ? Is it in the manual? Is it only available on the V6 Demo ? Do you have any advice on what a person has to do to duplicate this function ? Do we need ZBrush ? Have you seen the incredible deal on C4D BodyPaint 3D combo ? There is an ugly chinese woman down the hall . Should I throw one into her so that she will translate these mails ? Is anything easy ? Why not ? I bought a new quad-core system . Why ? Do I need it to bang my head against the wall ? Shall I move toward the light ? Is it a train coming ? What have I accomplished this winter ? Nada ? OK . Why ? Is this progress ? No . When is Daddy coming home ? Why are the wolves laughing ? garry attachment: matts-unwrapping.gif
Re: Can We Use OpenGL in the UV Editor ? Tutorial #4
- Original Message - From: studio [EMAIL PROTECTED] To: user-list@light.realsoft3d.com Sent: Monday, March 17, 2008 6:37 PM Subject: Re: Can We Use OpenGL in the UV Editor ? Tutorial #4 so that we could then look at the unwrapped mesh and see how it has been textured ? Did I miss something :-? Something like this. http://the-final.com/rs/UV-Ogl.jpg Matthias Listen ... , Moe : Yes , you missed it every single time I drug you down to the river to drink the red/green/blue water . I'll try again . Look at the attached image (again) . This is a screen cap of the 'UV Coords' in the 'UV Editor' . It is an unwrapped mesh . As you can plainly see , it is untextured . OK, Curly: USE A BACKGROUND IMAGE FOR THE DESIRED UV-COORDINATE SYSTEM. Boahhh. (Finger in the eye at this point.) Now , what I asked , originally , was , why not texture this with OpenGL so that we can get instant feedback about how our mesh is being textured , without having to constantly look at the actual model .. try to spin it around etc etc etc ? . ==Spinning around :-? An UNWRAPPED mesh :-? Aaaah. Maybe we have a totally different understanding of UV-Coordinates :-? If you aren't getting this tiny point , then you must not be understanding any of this whole complete thread . ==I can't believe the question. I'll try this one again , too . (look below , not above) . You said it was easy to unwrap a mesh by first desroying all the UV's . You said , (quote) with totally destroyed UVs . Start modeling a head from a cube the result are useless UVs. So , how do we totally destroy the UV's ? Which button do we push ? ==No button, see above comment. What is the process ? How can we achieve this ? Is there a trick ? Do you have a link ? Is it in the manual? Is it only available on the V6 Demo ? Do you have any advice on what a person has to do to duplicate this function ? ==See above again, it's a normal process while modeling with Polygons. Do we need ZBrush ? ==No, Z-Brush is in my arsenal, but it's not needed here. Have you seen the incredible deal on C4D BodyPaint 3D combo ? ==No need, same as Z-Brush above There is an ugly chinese woman down the hall . ==Looked in the hall, noop ;-) .. Should I throw one into her so that she will translate these mails ? Is anything easy ? Why not ? I bought a new quad-core system . Why ? Do I need it to bang my head against the wall ? Shall I move toward the light ? Is it a train coming ? What have I accomplished this winter ? Nada ? OK . Why ? Is this progress ? No . When is Daddy coming home ? Why are the wolves laughing ? garry
Re: Can We Use OpenGL in the UV Editor ? Tutorial #4
When is Daddy coming home ? Why are the wolves laughing ? garry Part 1: http://bild-frei.com/index.php?id=45 (OK, quick and dirty not very much time on the table...) Matthias
Re: Can We Use OpenGL in the UV Editor ? Tutorial #4
Part 1: http://bild-frei.com/index.php?id=45 (OK, quick and dirty not very much time on the table...) Matthias, If that is quick and dirty, languid and passionate will likely be nominated for an an award ; ) Very effective presentation method; I had not considered something like this for a tutorial medium. Thank you for the work on this. Zaug
Re: Can We Use OpenGL in the UV Editor ? Tutorial #4
Hi Garry, The unwrapped head mesh is the best example of a normal UV Coords in RS that I've seen so far . I'm shocked ! I mean , it almost appears to look normal . Simple head model with totally destroyed UVs, then used a Cylnder Map and Map2Obj no voodoo Now , if we had true OpenGL suport in this part of the UV Editor we would be able to see all the texturing done to this mesh . (that was my original point way back when ...) Maybe the image paths are not set right, you should see the images (color, bump) in the UV editor as background images. Matthias
Re: Can We Use OpenGL in the UV Editor ? Tutorial #4
Simple head model with totally destroyed UVs, Totally destroyed UV's ? You've got me there . Shall I bite ? then used a Cylnder Map and Map2Obj no voodoo No voodoo , but not simple , and certainly not intuative . I've included the result image , directly from the '3D Painting' section of the manual . As you can see , it certainly is far less than adequate (well , not to everyone , apparently) . I had much better luck than the manual's horrible example by rotating the cylinder mapping 90-180 degrees . Maybe the image paths are not set right, you should see the images (color, bump) in the UV editor as background images. Matthias I'll repeat it again in this thread ... the simple point I have been trying to make : This screen cap is of the 'UV Coords' , which does not offer the user the ability to see how the mesh has been textured . So way back when I began this nightmare pilgrimage , I asked why not , why couldn't this be textured in realtime opengL so that we could then look at the unwrapped mesh and see how it has been textured ? That's really what this thread was all about , yet I keep getting directed toward how RS does UV mapping , instead . I know how RS maps UV , basically . I think it is a hurried effort , at best . However , I have posted mails on the sub- ject in the spirit of the everlasting - for what it's worth . thanks garryattachment: manual_head.gifattachment: matts-unwrapping.gif