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3 Dimensional Chat / Texturing with Rhinoceros 3D v3.0

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CPU
21
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Joined: 4th Jul 2003
Location: Carlsbad, CA
Posted: 6th Dec 2003 19:42
ok i'm more specificly asking this question to those who have used Rhinoceros, i've figured out how to texture the models but i havn't figured out how to scale and map the textures correctly, i've combed the helpfile and havn't found anything. For those who use it, how do you texture the levels? do you use rhino or some other program? any help would be appreciated.


CPU

Sparring - Loved by many, Pefected by few.

I'm going to live forever, or DIE IN THE ATTEMPT!!!"
Van B
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 8th Dec 2003 10:30
Put simply, you can't texture with Rhino. You should use a third party UV mapper like LithUnWrap which still has a free version floating about. I suggest making your model in Rhino, then saving as a .3DS file and loading that into Lithunwrap and texture map it, remembering to allocate the texture map before saving the .3DS (is easier just to set the texture in Rhino and UV map in Lith).


Van-B


I laugh in the face of fate!
CPU
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Location: Carlsbad, CA
Posted: 9th Dec 2003 00:45
where can i get a free version of lith unwrap, also, what 3rd party program would you use if you wanted to animate models?

Sparring - Loved by many, Pefected by few.
I'm going to live forever, or DIE IN THE ATTEMPT!!!"
>>>>> Check out my alienwhere progress in the W.I.P folder! <<<<
Van B
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Location: Sunnyvale
Posted: 9th Dec 2003 10:42
Firstly, here's that link.
http://files.seriouszone.com/download.php?fileid=198

Secondly, I recommend CharacterFX, it's fairly cheap (about £30), and is really easy to learn. You'd make your model in Rhino, then texture it in Lith, then load the .3DS model into character FX. You then have to lay out the characters bones, assign the joints to verts, and animate - from there you can export straight to .X for loading into DBPro. It's quite a neat way to work considering the usual runaround most people have when making models for DB.


Van-B


I laugh in the face of fate!
CPU
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Joined: 4th Jul 2003
Location: Carlsbad, CA
Posted: 14th Dec 2003 22:07
Ok i've downloaded lith, i've played around with it somewhat, but how would i actualy make an entire "level" in rhino and then export and texture it? lith is not quite powerful enough to do that. Thanks for your help sofar Van B.

CPU

Sparring - Loved by many, Pefected by few.
I'm going to live forever, or DIE IN THE ATTEMPT!!!"
>>>>> Check out my alienwhere progress in the W.I.P folder! <<<<
Van B
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 15th Dec 2003 11:48
I suggest making sorta brushes in Rhino first. Like make a box with good UV mapping on it, make things like pre-mapped cylinders too. Then you make your level in sections. You could have sections of wall and crates etc all as furniture that you import as .3DS.

At the end of the day, Rhino is not ideal for level editing, very few modelling packages are. It is nurbs and being able to subtract geometry is great for level editing, but UV mapping afterwards is a nightmare for large levels - so if you must use rhino, work in in sections and keep track of them and their textures.


Van-B


Next time he runs past, GRAB HIM!
CPU
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Location: Carlsbad, CA
Posted: 16th Dec 2003 21:27
ok, i'll try to do that, thanks Van B.

CPU

"ah if only someone would make a plugin for rhino..."

Sparring - Loved by many, Pefected by few.
I'm going to live forever, or DIE IN THE ATTEMPT!!!"
>>>>> Check out my alienwhere progress in the W.I.P folder! <<<<

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