Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Ornate Pottery
#1
Here's a simple ornate piece of pottery. very nice too..

Comes with decals for a couple of the objects parts which can be customized, one can change base color and the other can change the ornate design.. I've included the decals here..

Can be used for any purpose as a stand alone pot for ornate decoration, place a plant or small tree inside or could be used within a Mediterranean or Egyptian scene...

Look nice in a Hotel lobby or office or whatever..

Enjoy


Kevan


Attached Files Thumbnail(s)
                       


.uzp   Ornate Pottery.uzp (Size: 211.77 KB / Downloads: 50)
Reply
#2
Kevan Wrote:Here's a simple ornate piece of pottery. very nice too..

Comes with decals for a couple of the objects parts which can be customized, one can change base color and the other can change the ornate design.. I've included the decals here..

Can be used for any purpose as a stand alone pot for ornate decoration, place a plant or small tree inside or could be used within a Mediterranean or Egyptian scene...

Look nice in a Hotel lobby or office or whatever..

Enjoy

Kevan

The texture got a little funky where it joined back up with itself and again, there was this mysterious 500+ polygon texturable sphere which didn't seem to do anything. I fixed both of them and have attached the modified version. Nice work!


Attached Files
.3dxf   Ornate Pottery.3dxf (Size: 149.27 KB / Downloads: 16)
Reply
#3
Innoventive Software, LLC Wrote:The texture got a little funky where it joined back up with itself and again, there was this mysterious 500+ polygon texturable sphere which didn't seem to do anything. I fixed both of them and have attached the modified version. Nice work!

Some users have found that importing a wrl or fbx (czp) model into FrameForge then it can only be resized and exported as a virtual object with its resized options in the reference file.

As a work-around, you can glue a texturable sphere to the imported model object, reduce it down as small as it will reduce down to and take it to the greenroom which then enables the object to be exported as a true FrameForge object so said object can be shared with other FF users..

It's a cheat, a dodge.. Naughty, but it works..

Embedding textures is a hit and miss thing with me and I was fortunate to be able attach the textures, embed them and then export the object.. A bit of head scratching involved.

I don't think I fully tested if the texture decals worked properly, I guessed.. I exported the decals from the greenroom, from the object's layers direct to Photoshop so they'd be the correct size from within FF. I just didn't check if the decals would import back into FF.. Should have done that before I uploaded..

I reckon I need to make a check list of what I need to do when producing objects and their textures.. You've given me some heads up on various stuff..

But thanks for sorting this out for me.. I appreciate it..


Kevan
Reply
#4
Kevan Wrote:Some users have found that importing a wrl or fbx (czp) model into FrameForge then it can only be resized and exported as a virtual object with its resized options in the reference file.

I don't understand. In the VRML and FBX import dialogs are both settings for scale. Are you saying they don't work or is this an issue of the textures having to be applied in FF3D versus in the original object?

Kevan Wrote:As a work-around, you can glue a texturable sphere to the imported model object, reduce it down as small as it will reduce down to and take it to the greenroom which then enables the object to be exported as a true FrameForge object so said object can be shared with other FF users.

Okay, if you have to do something like this a CUBE will only be 12 polygons verus a sphere which is 500+...

Kevan Wrote:Embedding textures is a hit and miss thing with me and I was fortunate to be able attach the textures, embed them and then export the object.. A bit of head scratching involved.

Yeah, it's another one of those subtle art forms...
Reply
#5
Innoventive Software, LLC Wrote:I don't understand. In the VRML and FBX import dialogs are both settings for scale. Are you saying they don't work or is this an issue of the textures having to be applied in FF3D versus in the original object?

No, the VRLM import option works fine.

I'm referring to using the FBX to FrameForge Converter. If you simply convert without altering the object's size then, if the model isn't way too big, you can import it into FF and sort it out inside the program.

Innoventive Software, LLC Wrote:Okay, if you have to do something like this a CUBE will only be 12 polygons verus a sphere which is 500+...

Never thought of that.. I was given the info about the sphere from another user who has obviously been given that info from another and so on. But now you say this, it does kinda sound obvious.. I feel damn stupid for using a sphere.. Jeez.. I'll use the cube next tme.. Thanks for the heads up on that Smile

Innoventive Software, LLC Wrote:Yeah, it's another one of those subtle art forms...

One of the main problems regarding textures, and this is my own fault, I have stuff all over the place and not based on a proper paths system. I may have some models and their textures in a folder on an external LaCie 500GB drive and then some may be on the desktop or some may be in the FF library waiting to be converted from one model file format to another. This is utter chaos and not the correct way to work regarding working with 3D ,because as you know, one needs a proper place for those textures to reside so the render engine can find them or the importer to locate them to import them into the color/bitmap texture library inside the 3D program.

I'm new to all this stuff and on a big learning curve.

But I appreciate your help and comments, they're really very helpful..

I'm actually a screenwriter who has a basic background in 2D graphics and I've got into the 3D stuff simply to increase the availability to 3D objects for my library.. It's making them low-poly and some of the deeper understanding of texturing which is complex.. I'm currently trying to learn how to edit UV maps with the view of producing a single texture map for the complete model like they do for objects produced for games and such..

I always thought when you bake you make bread and cakes and such but apparently you can bake textures and make single texture maps out of them by transporting the UV maps back and forth into Photoshop.. I'm onto it but it's definitely a bit of a bugger this 3D lark, there's so much to it.. Like I said, I'm new to it and just drinking it all in..

I think I need to get back to actually using FrameForge for a bit and come back to the 3D thing.. I have some cool texture CDs and think I can produce some sets and props using the building models supplied so I'm going to have a go at that and see what I can do..

Thanks for all your help and for converting those model/objects to be more FF compliant and less poly oriented.. And for the heads up on stuff..


Kev
Reply
#6
Kevan Wrote:
Innoventive Software, LLC Wrote:Okay, if you have to do something like this a CUBE will only be 12 polygons verus a sphere which is 500+...

Never thought of that.. I was given the info about the sphere from another user who has obviously been given that info from another and so on. But now you say this, it does kinda sound obvious.. I feel damn stupid for using a sphere.. Jeez.. I'll use the cube next tme.. Thanks for the heads up on that Smile

Kev

The reason i told Kevan to use a SPHERE (as I am the one who told him) was because when you bring the object back into FF, after saving it, there will only be that one surface of the SPHERE in the texture area, instead the six surfaces of the CUBE.

Oh and I did think of that myself as a quick “get around” because there wasn’t another option for me that worked at the time.

Z
Reply
#7
All the contents you mentioned in post is too good and can be very useful. I will keep it in mind, thanks for sharing the information keep updating, looking forward for more posts.Thanks Own Your Future Challenge
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)