Well done :-)

BTW: Here's a useful link for an easy freeware unfold UV-Tool.
Good startpoint for UVs in RS after heavy modelling-sessions.
Home:
http://www.polygonal-design.fr/e_unfold/
Program:
http://www.polygonal-design.fr/e_unfold/frater.php

Matthias


----- Original Message ----- 
From: "Aidan O Driscoll" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Thursday, May 11, 2006 1:22 PM
Subject: Re: Realsoft Character Animation - Has RS been outstripped by BLENDER 
..


> Hi Matthias,
> 
> Excellent.
> 
> So What you do is apply ANY SIMPLE TEXTURE to face groups in Realsoft - 
> this to mark the faces ON THE ONE MESH that will have different 
> textures/materials applied. For example - create an SDS cube in polygonal 
> mode, Select 3 of the faces and apply one Realsoft Material, do the same on 
> the other 3 remaining faces with another Realsoft Material. Then export as 
> OBJ with the settings you stated in the attached image you sent. When 
> imported into Messiah the Mesh now has two Surface Groups of polys / faces, 
> these are the two sets of three polys/faces marked in Realsoft.
> 
> Once inside Messiah you can then texture the face groups with the same OR 
> different textures/materials recreated OR available in Messiahs own 
> texturing feature set.
> 
> The two main things I think are:
> 
> 1. You can texture the faces of a complete mesh in Realsoft with basic 
> simple Colour VSL Materials, this TO MARK THE FACE GROUPS in readiness for 
> Messiah. One lot of faces textured with red, another with blue etc. An 
> example would be on a character, around the midriff and down as far as the 
> ankles, all faces have a simple Red VSL Material applied to mark the faces 
> to be included as his trowsers.
> 
> 2. The mesh in Messiah will have two grey materials applied when imported 
> in, named the same as in Realsoft BUT the actual Material will not have 
> been imported. SO, one needs now to apply the actual texture you want on 
> the face groups using Messiahs own texture features.
> 
> I think this might work as part of your WIKI tutorial :)
> 
> Would this be a good description of the process? This is what I did and all 
> seems well. Any additions to improve? Has the Student done all right Teacher 
> :)
> 
> Cheers
> Aidan
> 
> 
> 
> At 07:28 11/05/2006, you wrote:
> >Hi Aidan,
> >
> >attached are the export settings and the result in Messiah.
> >First UV-Coordsys is intact.
> >Make sure that your object consists only 3 and 4 point polys,
> >before export set the subdiv to "Polygonal".
> >(If you're not sure about the polys, simply use the
> >Divde Faces to Quads in RS)
> >
> >Matthias
> >
> >----- Original Message -----
> >From: "Aidan O Driscoll" <[EMAIL PROTECTED]>
> >To: <[email protected]>
> >Sent: Thursday, May 11, 2006 4:48 AM
> >Subject: Re: Realsoft Character Animation - Has RS been outstripped by 
> >BLENDER ..
> >
> >
> > > Hi Matthias,
> > >
> > > thanks again for this.
> > >
> > > Another question - importing an RS Obj into Messiah - I understand in 
> > order
> > > to texture the RS mesh in Messiah it uses named surfaces. Does this info
> > > get carried over from RS? Any info on this?
> > >
> > > Cheers
> > > Aidan
> > >
> > > At 23:13 10/05/2006, you wrote:
> > > >Hi Aidan,
> > > >
> > > >Yes.
> > > >
> > > >from Aidan >
> > > >from Aidan > Have you done any full animations in Messiah using RS 
> > > >meshes?
> > > >from Aidan >
> > > >
> > > >But I'll setup my current prj in RS, but he exists also in Messiah.
> > > >http://www.matthias-kappenberg.de/index.php?id=150
> > > >
> > > >Matthias
> > >
> > >
> 
> 

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