Re: Can We Use OpenGL in the UV Editor ? Tutorial #4

2008-03-18 Thread Matthias Kappenberg
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

2008-03-18 Thread Matthias Kappenberg

- 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

2008-03-18 Thread studio

  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

2008-03-17 Thread studio

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

2008-03-17 Thread Matthias Kappenberg

- 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

2008-03-17 Thread Matthias Kappenberg
 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

2008-03-17 Thread Zaug



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

2008-03-16 Thread Matthias Kappenberg
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

2008-03-16 Thread studio

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