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.obj, .x, .3dmf.. there are so many.
Sometimes its nearly impossible to find import plug-ins for loading some particularly weird extension into popular modelling software.
What is the best model format to use when you're exporting something, that you ...
Started by bobobobo on
, 4 posts
by 4 people.
Answer Snippets (Read the full thread at superuser):
Maybe I am biased here, but I prefer Blender's File Format, and since blender is Open Source I don't see that getting lost anytime soon (this format is both upwards and downwards compatible)
Also, form my Experience fbx files Port pretty well, but you... .
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Does the Sept. 2010 build of UE3 support the FBX Static Mesh Pipeline for importing static meshes directly from 3DS Max?
Started by Catalavos on
, 4 posts
by 4 people.
Answer Snippets (Read the full thread at tripwireinteractive):
Static Mesh Pipeline for importing static meshes directly from 3DS Max? Why asking stupid questions.
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I was wondering if you can change the "look"(i.e. the skin/material) on a static mesh?
What I am talking about specifically is that I notice that there is a trench static mesh, but it is only the dirt version.
I noticed in the game on the snow maps there...
Started by i8pptu on
, 5 posts
by 4 people.
Answer Snippets (Read the full thread at tripwireinteractive):
For instance the Metalsheet machine in Red Oktober the snowy model and RMB... .
For the non snow version of the models select the static mesh you want.
Also just drag and drop materials from content browser onto the static mesh.
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Ask your Facebook Friends
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My problem is, that I found some cool static meshes, but for example when there's a door the character can't go through it. Is there any way to delete this invisible wall?
Started by Polshevik on
, 4 posts
by 3 people.
Answer Snippets (Read the full thread at tripwireinteractive):
+1, Thanks a lot,....
Then use the
blocking volume to block the part of the wall which is supposed to be blocked .
In the properties check the collision settings then.
Don't know what you found but I guess these meshes don't have a proper collision.
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I put this in the 3d section but thought it would get more exposure here. I made a static mesh model in 3DSMax and now I can't get a material to apply properly to it. I have the same problem with both game materials and ones I've made myself. The material...
Started by Catalavos on
, 9 posts
by 4 people.
Answer Snippets (Read the full thread at tripwireinteractive):
On that note, are there practical restrictions when it comes to how large an object can be when it comes to UV mapping? Quote... .
Thank you! Time to start unwrapping, I guess.
OK-that explains it.
Google is your friend.
You need to study what UV mapping is.
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I have added a mod file sharing page on the website to further support the modders out there providing them with a easy and centralized way to share mod files (if they want). Just go to the website and select the "Files" link and then the "Mod Share Database...
Started by shakenbake on
, 5 posts
by 4 people.
Answer Snippets (Read the full thread at tripwireinteractive):
And static meshes i dont know how to make them (well im ok doing 3d models but dont know how to texture.
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I noticed that the buildings in the SDK are split up into smaller sub-sections. Is this to split up the work between different people or is there a more practical reason? Could they have been made in one piece?
Started by Catalavos on
, 4 posts
by 3 people.
Answer Snippets (Read the full thread at tripwireinteractive):
To thinking that a huge, complex static mesh might not unwrap properly as well..
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If I construct a shape using constructive solid geometry techniques, how can I construct a wireframe mesh for rendering? I'm aware of algorithms for directly rendering CSG shapes, but I want to convert it into a wireframe mesh just once so that I can ...
Started by Martin on
, 4 posts
by 4 people.
Answer Snippets (Read the full thread at stackoverflow):
This provides many benefits including: combining....
Edit, and then the Marching Cubes algorithm is used to create a 3D mesh out of the voxel data.
And then use some more common algorithms to generate a mesh of faces in 3D to fit that point cloud.
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Is converting Oblivion statics to Morrowind as easy as importing them as Ob Meshes, and exporting as MW meshes?
Started by Xargoth on
, 4 posts
by 2 people.
Answer Snippets (Read the full thread at fliggerty):
On a side note, you do know that porting bethesda OB meshes....
I don't see why it wouldn't work, but you may lose details and animations during the transfer .
IIRC, there are different node types in OB meshes that aren't there in MW meshes.
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How do I know if my screens need re-meshing? I'm not having any problems I'm just curious.
-Thanks
Started by DaytonDesign on
, 11 posts
by 8 people.
Answer Snippets (Read the full thread at t-shirtforums):
I do not have a tension meter beings I use static....
Even tight mesh can wear to the point of printing poorly.
You only need to re-mesh your screens if they are getting to loose, or have to many rips in them to junk next to new ones.
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