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3 Dimensional Chat / Wings 3D Background Image

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MaTt0344
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Posted: 26th Feb 2004 03:50
Is there a way to load a background image into Wings 3D and divide the interface into different windows for front, back, side, and perspective?
Nazgul
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Posted: 26th Feb 2004 16:51
I'll tell you the way i do it.(There are others) For this image planes, you'd better use the newest wings version. Older had some problems, or small limits, better said.(jpg were not allowed, only powers of two..I think that's all solved now)

Follow these steps:

- See the two pyramid icons at the top bar(I'm using latest wings version) , the grey ones, at the left...you gotta click on the lighter grey one.You must see a white marque quad around the pyramide now.
Ok, if so, you are in ortographic, not perspective now. I tell you this so you can edit with real front, top, etc views.(perspective will confuse you when tracing over a blueprint(reference)image)

- I the empty space, right click, having nothing (at least nothing selected, or in the middle of the screen (move other objects away of the center, as any new object goes by default to the coords origin) ))

- In the pop up/context menu that appears, choose "image plane"

- click it.

- it now lets you choose an image.

- Now you have it there, (i advice you have setup blender camera in camera settings) rotate with mmb mouse button to see it.

- hitting x will bring you to front view. shift x , to the back. z to side. shift z to the other side...so on.


- so for example, you rotate your image till it's perfectly aligned with front, and hit X. usually, enough to rotate 90, 270, 180 º, as image plane come already aligned to a view, I think.

-create a new object (cube)

-You'd then "freeze" the image plane.In geometry window list, you can:
* block-freeze the image plane (the icon in the middle beside the name)

* (the eye icon hide an object, you dont need it now)

* put in wireframe the new cube or whatever the object.

* leave in solid (the tiny pyramid icon, also in geometry list) the image plane or u wont see the image.


* Put more or less in fron of image plane the wireframe cube. So u can se through it the image plane.

You now see through the wires of the actual model the image plane. But also, as you freezed the image plane, can't modify the image plane if acccidentally touch it.



Modelling now would be cutting edges a lot and moving vertices while in X, Z, mode (hitting thse keys) so to preserve correct view.If you hit then middle mouse button, you rotate and loose that, hit X or Z or yu, shift Z, again...

And of course, knowing deeply Wings modelling.

http://www.freewebs.com/sysiphus/<--3d fight model there
MaTt0344
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Posted: 26th Feb 2004 17:49
thanks alot Nazgul, that was very helpful.
MaTt0344
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Posted: 26th Feb 2004 18:01
Is there a way to put seperate images in the front view, and a different one in the back view or in the left and right veiws?
Nazgul
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Posted: 27th Feb 2004 11:20
The way i do that (in fact, i missed the last step, though I often only model -game models, inorganic- with one image ) is I add another image plane. If I already added the front image reference, I'll now add the side or top...I'd have those images ready to go, that means: the must match EXACTLY in scale, or it is gonna mess me more than be a help.

This is done this way:

If it's a drawing you did, just care while doing it in making some horizontal lines, that follow the general lines and details. Putting both drawings side to side, make sure your drawings match. If not, redo one of those drawings. This stage is important and will avoid serious problems later.

If it's a good blueprint (may I recommend www.suurland.com , specially good for vehicles, but othe rstuff, too.Try the wings thing with a good set of these, with several views: that way you'll put in practice much better all which I explain you in this thread) then you're done. Still must check something...image size, orientation (scanning images have some problems) do match. As if not, probably you'll have to adjust in Wings, and that is CLEARLY worse.

I maybe wrong, but I think if images do match in pixel size, etc, they match side to side if put them so in a single canvas, then the image planes in Wings should match.

Of course there's allways room for a littl scale and adjust.

The actual question you did has not be explained yet.

You just have to add otehr image planes, and choose the remaining views you wish to use, if wish so. Left, top, etc...And just move them so they match forming a box(in fact, you would be looking to the inside of the box). Even you could do with the 4 views (counting also with Back view) But..so that you can work each time with each, you can do 2 things : hide the ones you're not working with at each moment (just click on the eye icon in the geometry list ) or, click in the piramid tiny icon is same geometry window, so that not only the actual model is in wires, but also the image planes not used at that moment, are wires. As fits better your workflow. I think I use to hide them. That is, as if not, it'll be a solid box and you wont be able to look inside.

In real thing, I use to use only a front view and imagine the rest, as mainly I use this for modelling objects for videogames from images I find in the inet...mostly as I don't know how a complex furniture of xv century is shaped as never saw one... But my characters rarely start from reference. Though if asked, I make my own drawings as I described you.

I can draw technically ("traditional" I mean) my blueprints too, and scan, but that's too time consuming, even more is just for games...

basicly, one only view can serve you for 90% of the objects in a game. Even more. you wouldn't even need to use image planes. i have modelled just getting the inspiration about an object after google browse, as I try to retain the concept in my mind.

But always depends..on how accurate you wanna be or what is worst..how accurate you are demanded to be...


Did it help, or was too lengthy/non clear ?

http://www.freewebs.com/sysiphus/<--3d fight model there
Nazgul
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Posted: 27th Feb 2004 11:34
oh , I forgot.

once u have your box(you rarely gonna "find" so good blueprints, usually as much, a side and a front view(enough for game models, ue ur logic and imagination for the remaining), but with cars, use to be more views...) , and hide the panel that doesnt let u see, do as I mentioned. Hit "X" key for front (I never know if that is fron actually ) , "Y" for top , shift Y fro bottom, etc...as u go modelling.

Remember you better be in ortographic (white marquee around the lighter flat shaded grey pyramid, top left) (specially fro objects, in characters I prefer to be switching both modes) instead of perspective, to avoid inaccuracy.

Same method that this is the one I use with metasequoia LE 2.1a (free for NON comercial projects ) http://www21.ocn.ne.jp/~mizno/main_e.html

This one has also reference image, supports a bit better things in realtime games like isolated plygons, inverted faces, deleted faces..soemthing doable with wings in final OBJ export, but better done in Metasequoia. Though the problem is in general modelling, specially in main object construction maybe several times quicker in workflow Wings, more flexible too. Also, wings can be used for comercial products.

metasequoia export to directx x file. Probably a dx7 or 5 or so...But surely perfectly read by Db pro.

It has been used for creation of airplanes models for FS simulators, it has some basic but way useful uvmapping, even the LE, it has some basic, while functional 3d painting system.

It has no doc or manuals in english, to even Help system.You gotta guess it all ..(as i did..)

But is straight forward, imho.It does NOT animate.
it has virtual mirror, like wings, but way far of being so good than Wings's. Indeed, I model with wings all my models. but I don't know is quite a very good modeller too.

http://www.freewebs.com/sysiphus/<--3d fight model there
MaTt0344
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Joined: 6th Jan 2004
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Posted: 27th Feb 2004 17:31
The second and third posts were very helpful. Thanks for helping me out with this.

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