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
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