Thank you, Jeff! I'll try that out awsell, who knows, it might be faster than the Blender method!
Posts made by Analdin
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RE: Full numbers displayed on scaling?
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RE: Full numbers displayed on scaling?
To explain it:
I have created a modular environment for the Unreal Development Kit, but unfortunately I didn't pay any attention to correct scales, and after I made about 150 models, I realized it won't look that good if not scaled right.
However, scaling 150 models in SketchUp is a real pain, especially if you need to reach a certain number (512 Unreal Units = 512 Blender Units), it takes ages.
Therefore, I searched for a quicker route, and found it.
THanks to you guys for helping me out! -
RE: Full numbers displayed on scaling?
Yes, Blender had what I wanted; I needed to have the model the size of 512Β³, and in SketchUp it had something like 23,whateverΒ³, in Blender I was able to scale it up using the properties window.
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RE: Full numbers displayed on scaling?
Damn it Then I'll try and look if Blender got something like what I need...
Thanks anyway for all the answers!
Cheers! -
RE: Full numbers displayed on scaling?
I do not want to type exact numbers in there, I want to get exact numbers out of it!
I need to know the exact scaling number. -
Full numbers displayed on scaling?
Hi!
My question is simple, yet I didn't find any answer so far:
When you scale an object, there is a little field in the lower right side of the window that tells you by what number you are scaling. Now, I need to know the exact number, and all SketchUp gives me is a "~23.3". How can I tell SketchUp to show me the full number?Thanks!
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RE: [Solved!] Need help, exporter isn't working!
Thank you so much, TIG! Worked perfectly for me! Though, a few faces weren't exported into the OBJ file, it wasn't a big deal to re-add them in Blender.
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RE: [Solved!] Need help, exporter isn't working!
Maybe the polycount is too high for exporting, or there is something I don't see but someone else can. Besides that, I desribed the error, too
Anyway, thanks for replaying!
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RE: [Solved!] Need help, exporter isn't working!
Come on, guys! there must be someone knowing the answer
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[Solved!] Need help, exporter isn't working!
Hey hey, guys! Though I'm fairly experienced with SketchUp, I ran into a problem with my latest weapon model: As I try to export it to .OBJ format, the process stops at 56% and sketchup shuts down. In the export options, I don't have any field checked.
Two images of the model: (polycount: around 70k Tris):
http://img718.imageshack.us/img718/6619/p903.jpg
http://img820.imageshack.us/img820/8986/p904.jpgHope someone can help me fixing that one.
PS: other exporters seem to work (dae format), but they mess up the model.
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RE: Assault Rifle (inspired by AK-47)!
Uh, I'm sorry! Here are the pictures in a higher res:
Have fun!
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Assault Rifle (inspired by AK-47)!
Here's an assault rifle baded on an AK-47 I made within two weeks, 0,5-1 hours per day.
Enjoy! -
Red Dot Sight (aka Reflex Sight) WIP
Hi mates! Some of you might have seen my Rocket Launcher,and here is another model by me: a Red Dot Sight. Inspirations were mainly "Modern Warfare 2" and this picture: http://www.brotherprice.com/ebphoto/c%20more%20grey%20b.jpg
Enjoy!
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RE: Rocket Launcher WIP
It doesn't actually exist, i just thought it might look cool
I gave it the name T4-MP0/N
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RE: Rocket Launcher WIP
Update! I've added a mounting rail and a nice rocket! Enjoy:
Cheers!
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RE: Rocket Launcher WIP
I just thought it might be time for a small update, here are some shots of the new rear Ironsight:
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RE: Rocket Launcher WIP
I've not even modelled the full rocket launcher yet But thank you for the tip, i'll count that in aswell when scripting that weapon
Cheers! -
RE: Rocket Launcher WIP
Nah, i don't mind
First, i create the raw model in Sketchup, then fix it (so that it's non-manifold... Blender needs that to be able to lower the facecount). This is the current state.
Then I import it into Blender to get a nice UVMap onto the model, next i paint it with Blender's Texture Projection Paint tool.
Then i send the model to another modeler in my team, and he adds bones and pivots to it. (I could do this myself, but the blender export script for UT3/UDK doesn't include bones. However, i've recently heard of a script that does include those things and will try that out soon.)Next, i work together with our coder on the weapon script, and when everything works, i start with a new weapon/building/prop/whatever. Or i create nice Materials for our cars. (Now you're confused, cars AND weapons? I'll put a link in here as soon as we announce the project)
Cheers!
//edit: no, i use Blender only for UVMapping and painting (and exporting the static model without any bones and pivots for ingame texture/material testing).
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RE: Rocket Launcher WIP
Yes, i'm talking about Triangles (i had them counted in Blender).
Yeah, the rocket is still missing, but before i start with the rocket, i'll model the rear Ironsight... -
RE: Project Tropics
Scene is looking awesome, man! but you should reduce the reflection of the water, it look like crimson