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3 Dimensional Chat / Blender .x or .3ds texture

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SJH
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Posted: 2nd Jun 2009 06:24
Interesting, I'll look into the shader section of your message and your shader tutorial at the wonder emporium later, but first I need to ask a few things: When you loaded the shader in blender, did you just do so to see what the 3d model would look like with it, and when you actually want to load the shader you have to include it in the program's code, just like if you textured a 3d model you would write a simple line of code to run the effect as well? And also, can you do a small tutorial in this forum about using alhpa in the UV map? Whenever I export my model (as a JPEG) The parts without alpha are shown as a white or black background.
How do I insert alpha into the model? Does blender just require you to pick a color and it will get that color out of the UV map? (Such as a black background). It sounds a bit confusing, so all I'm asking you (if you have a convenient time, that is) to take that knife model you made and add the seration using this technique, and if you can can you also teach me how? I think that this alpha concept in the textures puts a big, if not huge, dent in the amount of polys used in the finished game (in a good way ). Also, I'm assuming if you were to make a fence (like those wired fences, [not barbed wire ]) You would make the fence posts 3D, and leave the actual fencing as a normal 2D plane and then remove the make a texture for the fence and leave out the wholes in alpha. If so, it certainly sounds a lot easier and efficient to do than making microscopic cylinders and then putting them everywhere to make the fence, which in my opinion would (maybe) look better, but also use a ton of faces that the game would go berserk of lag?
Phosphoer
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Posted: 2nd Jun 2009 08:12
Quote: "When you loaded the shader in blender, did you just do so to see what the 3d model would look like with it, and when you actually want to load the shader you have to include it in the program's code, just like if you textured a 3d model you would write a simple line of code to run the effect as well?"


Not entirely sure what you mean, but you don't load or create .fx shaders in Blender. As far as I know you can't view .fx shaders in Blender or use them in any way.

Quote: "Whenever I export my model (as a JPEG) The parts without alpha are shown as a white or black background."


Jpg doesn't support transparency. You 'can' use it to achieve transparency by telling your render engine to make a certain color in the UV map transparent, but it is an outdated technique.

Quote: "If so, it certainly sounds a lot easier and efficient to do than making microscopic cylinders and then putting them everywhere to make the fence"


That...would be ridiculous.

Quote: "And also, can you do a small tutorial in this forum about using alhpa in the UV map? "


Alrighty ^^.

Alpha mapping models

This tutorial assumes you have a textured model ready, which you wish to add transparent bits ( an alpha map ) to. The best way to go about this is to use a .png image as your texture. Because of this, I always use .png for my texture files, just incase I want transparency. Image types like .jpg do not have an alpha channel.

Open up your texture in a program like GIMP or Photoshop. Find the area in the texture that you wish to have transparency. I'm using a model of a knife, which I want to add serration to part of the blade. I've highlighted the part of the texture which needs to be serrated. It turns out there is also another section which needs to be serrated as well, which is to the right and lower part of the UV map. ( There are two planes with opposite normals so that it is visible from both sides ).



If your image doesn't already, you'll need to give it an alpha channel. This is how you do so in GIMP.



Next we simply delete the portions we want to be transparent.





Now load the model in Dark Basic like so:

dbLoadObject( "Knife.x", 1 );
dbSetObjectTransparency( 1, 4 );

You can experiment with different transparency settings, 4 gives a very sharp, edgy appearance, which is good for a serrated blade.

And behold!



SJH
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Posted: 3rd Jun 2009 00:34 Edited at: 3rd Jun 2009 02:16
Ok so let me get this straight: the alpha on a texture is still applied to the model? So whem you made the seration alpha and applied it to the model the model took the alpha as a texture (in a sense) and applied iot to the face, thus making the face of the model also transpartnt? Wow, seems like the important thing that I needed to know was that when I want alpha I should use png . Thanks for the tutorial. Oh, and one question, too. When you used make the seration (I know you used to planes) but in each plane, does it count for two faces? And on that note when you export a model in blender as a .x will the model keep the faces inside the model, too? If you can fill it so the faces aren't shown in the model, won't that pretty much divide the poly count, as long as you put collision on the 3d model in the game. (EDIT: I looked at one of your textures and a thought just occured to me: does the quality of the texture, in any way, make a game lag? And also can I just scale the size of a UV map after I export its image to add more detail into the texture, and when I select the UV Map again in blender and load the image will it scale it down to the right size and keep the same quality? If I sound a bit too confusing, let me know .) PS, when you made the alpha model with the seration you accidently took away the alpha of a part of the hilt, so if you look closely on the left side of your picture there's a little chip of the hilt missing. Either way, great work! (A little critisism though: the knife seration lookgs great, but a bit cartoony. I'm assuming that this was because you didn't want to take a long time on this . Anyways, If I wanted to, could I add more spikes on the seration (as in make the spikes smaller, thus making the surface area big enough for a lot of spikes and it still won't change the quality? Anyways, personally, I'm getting a little tired of the knife. I'm going to finish the whole thing up and when its fixed i'm going to move on to the next model. I'm going to make a few inanimate objects first before I try my hand at something living .
Phosphoer
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Posted: 3rd Jun 2009 03:54
Quote: "alpha on a texture is still applied to the model? So whem you made the seration alpha and applied it to the model the model took the alpha as a texture (in a sense) and applied iot to the face, thus making the face of the model also transpartnt?"


Aye

Quote: "When you used make the seration (I know you used to planes) but in each plane, does it count for two faces?"


One plane is two triangles, and since I had to use two planes: 2x2 = 4 triangles.


Quote: "And on that note when you export a model in blender as a .x will the model keep the faces inside the model, too? If you can fill it so the faces aren't shown in the model, won't that pretty much divide the poly count, as long as you put collision on the 3d model in the game."


I have no idea what you mean by that.

Quote: "I looked at one of your textures and a thought just occured to me: does the quality of the texture, in any way, make a game lag?"


The size of the texture does.

Quote: "And also can I just scale the size of a UV map after I export its image to add more detail into the texture, and when I select the UV Map again in blender and load the image will it scale it down to the right size and keep the same quality?"


Probably yes.

Quote: "Anyways, If I wanted to, could I add more spikes on the seration"


I don't see why not lol.

SJH
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Posted: 4th Jun 2009 01:01 Edited at: 4th Jun 2009 01:07
Ok. I studied your model a little more, and the handle (i think) was made from a circle/cylinder with a 12 vertices. My default one is 32, and since I extruded that model in particular a lot, the poly count went crazy. One thing I don't get is how you can make the faces of the handle of the knife (which only uses twelve polygons) sort of unnoticable. I mean when you look at a cylinder model with only twelve faces at on the lateral surface area, you're bound to notice the faces and edges jutting out of the model. Is that one of the keypoints of normal mapping? It makes low poly models look quite high poly? And speaking of normal mapping, are you alowed to edit the normal map? As in, can you paint in a 2D editor the normal map so that it bumps up the way you want it? And lastly can a normal map affect the poly rate or the efficiency of a game?
Azunaki
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Posted: 4th Jun 2009 01:10
on the poly rate thing you speak of... im guess you are trying to say.

do the normal map affect(increase decrease) the frame rate. compared to having more polys.

yes i know its a long shot but... its the only way i could make sense of what you said.

and yes it isn't as stressful to render. each poly is consisted of verts (usually 3(triangle) or 4(sqaure rectangle ect) then each vert has to be rendered in real time. so for 30FPS it is re calculated 30 times a second. and so on. to get the detail a normal map as to it with polys. it would take 100s to 1000s of polys.

really don't now an answer to anything else you asked though.
SJH
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Posted: 4th Jun 2009 01:41 Edited at: 4th Jun 2009 01:47
Oh I get ya, so its the computers capability to recalculate the polys for the frame rate (I used to be an animator for about 4 years, then I went onto game making and 3d design, because it was more interactive ). The normal mapping questions were actually ment for phosphoer (or anyone who knows about normal mapping and has a high knowledge of how blender works). Anyways, if anyone wants to know, I'm going to continue work on the knife for the rest of the week, maybe a day extra, and then I'm going to move on to the next thing: a glove/hand. What I'm thinking is, is that textures and normals maps, aplied to make those goosebumps on human skin, would be not only good practice for texturing, but more importantly better for normal mapping. Its either this or I just do some practice models about random stuff I find. I want to practice smoothing though, it seems to be something that I have not grasped yet without making a model too unnecassarily high poly .
Phosphoer
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Posted: 4th Jun 2009 01:49
Quote: " One thing I don't get is how you can make the faces of the handle of the knife (which only uses twelve polygons) sort of unnoticable."


It's because the cylinder isn't flat shaded aka faceted.

Quote: "Is that one of the keypoints of normal mapping? It makes low poly models look quite high poly?"


That is exactly what normal maps are for.

Quote: "And speaking of normal mapping, are you alowed to edit the normal map?"


Sure, though I've never heard of anyone painting them themselves, you have to use that specific set of colors in just the right way. Each different color means something to the game.

Quote: "And lastly can a normal map affect the poly rate or the efficiency of a game?"


Using a shader of any sort will affect the framerate. Generally using normal maps to achieve detail is more efficient than editing geometry, though you need to have a good balance. Too much normal mapping can hurt the framerate just as badly as too much geometry.

SJH
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Posted: 4th Jun 2009 02:18
Ok. So, about the normal mapping and the colors. Does the computer automatically make the normal map by the texture? I mean when I looked at your normal map and your texture, they had teh same... image... just in different colors. Is there a way so you can atleast specifiy the normal map's bump detail? As in can you specify in any way where you want the bumps on your texture, and for that matter the depth of the bump (as in do you want a smooth bumps like in your space potassium game, or if you want bumps that stand out like goosebumps on your skin after you get out of a cold pool. I want to know this because of what you said,
Quote: "Using a shader of any sort will affect the framerate. Generally using normal maps to achieve detail is more efficient than editing geometry, though you need to have a good balance. Too much normal mapping can hurt the framerate just as badly as too much geometry."
, will the depth of the normal map affect this too? And the specified normal mapping locations (if specifying is a possibility .) (PS: I don't know why I'm saying this, but when I typed possibility a thought of those Cambells chicken noodle soup commercial popped into my brain: "Cambell's, Chicken Noodle-Possibilities!" )
Phosphoer
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Posted: 4th Jun 2009 05:19
Quote: "Does the computer automatically make the normal map by the texture?"


You can generate a normal map either by creating one from the texture, or from a high-poly model. Obviously it's easier to control what the normal map will look like if you generate it from a model, but it takes work to make the model. If you generate from the texture, you will only get bumps in places where the color changes, so if an area is a solid color, it will be flat with normal mapping on.

Quote: "and for that matter the depth of the bump"


I mentioned how to control this in my normal map tutorial.

Quote: "will the depth of the normal map affect this too? "


I don't think so. I believe that you will only get slowdowns when you have a lot of models using it.

SJH
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Posted: 13th Jun 2009 00:19 Edited at: 13th Jun 2009 02:44
Oh, sorry I haven't posted here in a while, I was recently busy trying modeling. Anyways, The whole normal mapping on a 3d model, will that make the model high poly, or is it like making the normal map as a 2D model. And can this 3D normal mapping be done in blender? I'm pretty interested in this whole controlled normal mapping. That, and with the 2D normal mapping, first, it can be done in blender, right? And second is that an advantage of adding the a layer of clouds onto a texture to make it look like it is shaded from one place to another (that and mainly the fact that the clouds [which you know can be rendered as a layer onto an image in a program like the gimp or photoshop] can generate the normal map from as you said:
Quote: "If you generate from the texture, you will only get bumps in places where the color changes."
. I'm starting to get the hand of modeling, and I think its time I took in time for more advanced texture making and shading. For shading, I'll ask that later, but for the textures, in your opinion, which one is better, gimp or photoshop? I have photoshop cs3 but gimp look interesting and more user friendly, so in your opinion do you think I should get it? It seems like texturing is easier in gimp ^^. Oh, and hopefully in the next post I can show an image of what I was working on recently. (PS, I know you may not be into this stuff, but can blender make model as good as a professional game? I know I asked this before, but I recently saw some "games in the making" videos and pictures of games such as metal gear solid 4, and I saw that the models were quite low poly and if there was nothing applied to the model, the faces would stand out more than the red dot on a yellow page. I'm starting to think *even though we covered this a lot in this thread* even more that the textures, shaders, and normal/bumpmapping are the only things dividing a prehistoric playstation1 game from a modern day 3D game. And by this I mean the graphics, not the strength of the console). Oh yeah, and when you normal map a 2D image, is it possible to not normal map a certain section of the image and keep another part the same, or is this only possible in the 3D normal mapping. In you're opinion, what would be a good stand out of normal mapping at its heights (of showing amazing effects and halping a low poly model). My guess would be something like a coin, with a the ridges and the faces normal mapped out, would show how to make a good low poly 3D model of a cylinder with what my guess is about 30 faces into something that looks like it takes about 500 faces. I have no idea, but if I were to scan a coin's heads and tails partes, and make the ridges (simply by myself) on a UV map of the model, I would be able to make a decent/great looking coin. I'm going to go through your tutorials a few more times so I fully understand everything that you said, but in the meanwhile I'll be waiting for a reply!
EDIT: To tell you the truth, I only know how to make one type of texture: a screatchy shaded kind, that's pretty much all the textures of used so far. If it isn't too much, could you make a texturing tutorial or tell some keypoints of common textures (i.e. in photoshop to make the scratcht metal you get one color, add noise, motion blur, make a new layer, make clouds off of the default black and white colors, put this layer on top of the scratchy layer, bring down the ocapacity of the cloud layer, and merge the layers together. This is the basic thing I do to make textures, and it has pretty much been useful for many occassions, but when I was going through your tutorials, again, I noticed that in your normal mapping tutorial, you made a texture of metal that looks a bit rough, which is good. You, (or anyone else who wants to help) could help, thanks to youre knowledge of game making and modeling, but in the meanwhile, for I know that since I haven't posted in this thread in a while, that you might take a while to respond, I will just go scavengering the internet for tutorials on how to make the textures I want, and hopefully when I imagine a textures I need I can just say "Oh yes, I need to put this background color and add this filter to it (and so on).

-SJH
SJH
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Posted: 14th Jun 2009 05:24 Edited at: 14th Jun 2009 05:24
Wow, I've been missing out! I checked out one site of Photoshop tutorials, and as it turned out there were over a hundread, and most of them were useful and interesting. I learned how to make perfect stone textures in about four steps, and a rough gold metal (not as rough as the one on your UV map in the texture tutorial in the wonder emporium, but very rough)texture, its just amazing! I didn't know programs like the gimp and photoshop had this capability. I'm relieved ^^! I even downloaded the NVidia photoshop normal mapping plugin and it works great! I've made some normal maps, but I'm still learning about it, (like your [phosphoer's] normal map in the wonder emporium's shader tutorial has smooth normal maps. [By the way, I think it should be renamed normal maps instead of shaders]. There is this normal mapping tutorial at this link: http://cs.elderscrolls.com/constwiki/index.php/Normal_Maps_Basics for the normal mapping of the NVidia plugin for photoshop, and it accurately says how to make the normal map (except for that smooth version of the normal map [which they call a color map {which I know nothing about}], it doesn't tell about that). What exactly is a color map? (My guess is it was just an option to making the normal mapping) And for that matter, how do you make a SMOOTH version of the normal map?
Phosphoer
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Posted: 14th Jun 2009 07:57
I'm afraid I don't understand what you mean by a 'smooth' version of a normal map.

A color map is simply the basic texture of the model that includes the colors.

SJH
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Posted: 14th Jun 2009 09:06 Edited at: 14th Jun 2009 09:10
Ok, and by smooth version, I mean these pictures(the first is the "smooth" one I told about, and the next is the one with the bumps. (btw, so a color map is basically a texture, or are you saying that it is a normal map with the textures already applied to it the bumps appear on the texture itself?). Anyways, the first is the smooth version and the next is the bumpy/rough version. I got this pictures from the photoshop bumpmapping tutorial at the link in my last message.



I hope this clears things up a bit. I looked at your shader tutorial on the wonder emporium, (which I really think that you should rename to normal mapping rather than shading), and looked at the menu for nomral mapping there, and then compared it to the photoshop normal mapping menu, and pretty much everything was the same, which is why I'm hoping you can clear up the subject for me.
Phosphoer
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Posted: 14th Jun 2009 09:19
Ah, it looks like they are using two normal maps, one for big details, and one for smaller bumps and such. That way the different kinds of details can have different lighting effects.

Quote: " (btw, so a color map is basically a texture"


Exactly

SJH
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Posted: 14th Jun 2009 09:29
So when you say smaller bumps, do you mean like the scale? Theres this input for scale that when the scale is lower, the normal map is smoother, but if it is higher, it looks more rough and grainy. Is that what you mean by the size of the bumps? Can you please specify what you mean by bump size and the when you said:
Quote: "one for big details, and one for smaller bumps"
What exactly would a big detail map be and a smaller bump one? As in which map I showed is the big detail and the smaller bump one, and what do you mean (and how would it be acheived) by big detail?
Azunaki
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Posted: 14th Jun 2009 18:29
@phosphoer
go to the tutorial site thing he posted i think the second one is just an example. it looks like it was made off the shades of the texture map.
SJH
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Posted: 14th Jun 2009 18:34
Tahnks Azunaki, I probably should have mentioned that. Anyways, I tried the normal mapping on both all of the color maps there, but they all ended up being the rough version of the bumpmap. I have no idea how I'm going to get the normal smooth one .
Azunaki
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Posted: 14th Jun 2009 18:36
in the tutorial it tells you to convert your color map into a grey scale and then make what you want to be indents on the bump lighter...(i got that from a pic...)
SJH
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Posted: 14th Jun 2009 18:47
OOOOoooooohhhh..... That would make sense ^^
Azunaki
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Posted: 14th Jun 2009 18:55
i read over the tutorial again and it said to use an alpha mask (don't how to do that so)
SJH
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Posted: 14th Jun 2009 19:15
I think I should do my homework on all these subjects about Normal mapping. Heh heh... thanks for the help anyways.
SJH
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Posted: 15th Jun 2009 01:27 Edited at: 15th Jun 2009 01:33
Wait wait wait. I just thought of something. This is an irrelevant subject, but when I was going through the tutorials at the wonder emporium, I remembered when I asked phosphoer if the models he used in his older and new version of space potassium were the same, and when he said yes I was startled at how affective a normal map, shader, and texture could be. And then I started thinking of this scenario in games in a normal series. Then I thought, if I ever made a game, (you know, that was pro), the sequal would have to contain graphics that greatly surpass the one of the last game. Then I started thinking of that same scenario with phosphoer's space potassium project. If I'm not mistaken, if the 3D models aren't prehistoric (as in I remember in Metal Gear Solid 1 the original version Snake's face was literally a 3D oval, the nose, eyes, and everything were a texture that were just 2D on the whole face, (as in a prehistoric versoin of 3D modeling). If I have a good, nice medium poly model with all the essentials, if I just apply a new normal map and texture, will the quality drastically change from a playstation 2 game to a playstation 3 game? (Normal quality games that you see made with DBP and GDK) to an HD or blueray disk compatible quality. By good quality I mean like if you check out a trialer for a ps3 or 360 game that is recently or just came out (which does not look cartoony). Let me rephrase something, do you remember that samurai sword I made a while back in this thread? Well if I use that in a game, and in the sequal I want better graphics, can I just change the texture and add a normal map so that the same model turns out to be a blue ray worthy 3D model? I hope the answer to this question comes soon, this seems like some very important information to know! (I used to think that when they made a sequal to a game, they completely remade all the 3D models that they reused in the seqauls). -SJH
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Posted: 15th Jun 2009 02:45
how do you model with blender?


Vista is a paradox created by Bill Gates to force the noble pc gamers of america to console I am here to change that. [link]www.kdlproductions.webs.com[link]
AndrewT
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Posted: 15th Jun 2009 02:45 Edited at: 15th Jun 2009 02:46
Quote: "if I just apply a new normal map and texture, will the quality drastically change from a playstation 2 game to a playstation 3 game?"


No, at least not IMO. You need to make sure you have a good balance between texture/normal map detail, and model detail. A 500-polygon model with a 2048px texture probably won't look very good, and a 10,000-polygon model with a 512px texture will also look like crap. Obviously there are exceptions, but typically more texture detail means you need more polys and more polys means you need more texture detail.

i like orange
SJH
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Posted: 15th Jun 2009 03:32 Edited at: 15th Jun 2009 03:45
Arbiter Chewbacca Hybrid (that's a mouthful) blender 3d is ment for 3d design and animation. I'm not trying to offend you, but honestly I think you should at least try to learn some of the interface of blender 3D before asking that. Actually, your questions is too broad to answer. Modeling with blender requires a lot of experience in tutorials. In this thread we do mention a lot of stuff that is very handy for blender modeling, but the thing is that you need to have prior experience at modeling with blender. Assuming that you have blender 3d, (and even if you don't) go here: http://www.blender.org. At the top there is a download section for getting blender, and near that is education and help, in which it take you to a page where you can select a tutorials link and then take tutorials for about every subject of animating or 3D design. I would, if I were you, take the getting started tutorial. As I've said before, the question of how to model with blender is too much of a broad question (but is easy to learn). As I've said somewhere before in this thread, people prefer commercial products like 3DS max because the interface is more user friendly. In reality, if two 3D designers, one using 3DS Max and one using Blender 3D, were challenged to making the same model, they would achieve the same result. All that's left is the textures and effects, but this is not supposed to be blenders part. Sure, blender can make a UV map for any 3D model you make (which as I've learned you should learn to use seams to help make the UV map), but the texture or normal map and shader themeselves have to be made somewhere else. This would easily proove that the interface of the products is the only thing that is keeping blender from being as popular as 3DS Max. Oh, and a place that's taught me my texturing skill would be phosphoer's wonder emporium. his site is at this link: http://www.thewonderemporium.com/ Just click the tutorials button and click textures and other subjects. His tutorials clearly show you exactly what you have to do to make a good texture.---Next, AndrewT,
Quote: "No, at least not IMO."
,forgive me for asking, but what is IMO? I've heard it before, I just can't place the name. And I learned through common sense and phosphoer about texture and normal map size along with more polies, a little. He told me that the size of the texture would matter, and I came up with two scenarios of how I could have better detailed textures. It was either the size of the model (which I don't think will make a difference) or the amount of polies. Ok, let me rephrase a question I said once before in this thread: Can you change the size of a UV map (at least in blender)? I mean whenever I make a UV map, the one I saved from blender is always this size where the UV map is quite small which doesn't allow me to add good detail models. (It does, but not the kind that I exactly want). When you load a texture into the UV map of blender, will blender automatically scale the texture down to fit the map, keeping the good detail? If it does I find a problem in the opposite direction. If I can make a bigger texture that would be fitted in blender, than how do I make the UV big enough so that I can make the UV map's big detail version. I'm starting to confuse myself, (a little though), so I'll just leave the rest up to you guys, and if you don't get it, I'm going to have to rephrase everything I just said... That sounds like fun... *sarcasm* *sarcasm*... Lol, jk

-SJH *Ps I'm going to make a new account here on the game creators. I was planning on using the realname I wanted, but I just put the intials, SJH, on it. You'll notice it when you see it, (I didn't know that once you put a name in on your forum username you change it).*
Azunaki
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Posted: 15th Jun 2009 05:18
lol sjh not really its confusing but ounce you figure out the basics you can learn enough to model all on your own (i did) but any thing more then modeling you do desperately need a tutorial.... lol take uv mapping for example(i wanted to kill myself trying to learn that on my own) then there's animation.....don't get me started....
SJH
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Posted: 15th Jun 2009 07:53 Edited at: 15th Jun 2009 07:55
I know how you feel... First of all (ounce? I'm assuming that's a typo and you ment once) can someone please tell me the answer to that UV map size question in my last message. Anyways, Azunaki, can animations in Blender 3D export as a .x or .3ds file? So you can make and animate a model in blander... and speaking of animation, I know it can use skeleton animation, but animation in blender, is it a frame by frame? As in do you have to pose the figure in one way, mark as a frame, pose for the next frame, mark it, etc, or is it like a bone animation where you go from one frame in a timeline in which the 3D model is posed in one way, and then go farther in the timeline in which the model is posed in another way? There are a few things that you have to consider in making a game: 3D models, 2D images (sprites and textures), effects (shaders and normal maps), sound effects, music, animation (2D and 3D), and the actual coding. In my current list of things to know, I know from 3D models to effects, and coding. I still need to learn how to make the rest of the stuff in between. Eitherway, animation is a big part of games, the part that would make a horrible game a greater game. I'm starting to talk to much, so I'm going to end it off here. IS ANIMATION IN BLENDER MOTION AND SHAPPE TWEENING OR FRAME BY FRAME? The answer to that question, I think, will determine whether I determine what I use to make all the 3D animation. That and influence a lot of other people, (if the answer is frame by frame). -SJH
SJH
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Posted: 15th Jun 2009 21:41
Ok guys, be on the heads up. I think the answer to the question of this thread got answered and I think its time to start a new thread. Its going to be in the 3D chat forum, so just look for a thread that's called "Blender talk" or something like that. I'll make it in like 20 minutes, so from now on, please post in that thread, because people who read the title of the thread think that its irrelavent, so if I make another thread with a new name, I'll just save myself the trouble...
SJH
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Posted: 15th Jun 2009 21:48 Edited at: 16th Jun 2009 01:48
OK guys (first I want you to know that I'm posting this as a message instead an edit of the last message because I want to end this particular thread at 80 messages. I nice, smooth, round number) I made the thread and it's called "Blender and 3D talk". From now on instead of discussing all this stuff here, lets just discuss it in that thread, because this way, since the title is changed, more people with helpful advice might come to talk. Thanks for all the help so far, but its time for this thread to die, and a new one to be born (That sounded cheesy ). For anyone who wants to go to the new thread, just follow this link: http://forum.thegamecreators.com/?m=forum_view&t=152502&b=3&p=0
AndrewT
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Posted: 17th Jun 2009 13:25
IMO is In My Opinion.

i like orange
SJH
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Posted: 17th Jun 2009 20:08
Oh, thank you, (but just as a thing can we please continue this thread at this link: http://forum.thegamecreators.com/?m=forum_view&t=152502&b=3&p=0 The title's different so that more people would now what we're talking about and be more interested in sharing their advice.

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