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#351 Breunor

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Posted 28 January 2004 - 05:42 PM

Hey Dipstick, it actually looks quite nice with that tone, like gunmetal of sorts. IMO putting more color to it would be a bad thing.

#352 Puasonen

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Posted 29 January 2004 - 02:13 AM

I agree. Neon colors would probably ruin the whole logo :D
Metallic look is cool.
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#353 fidel_

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Posted 29 January 2004 - 03:07 PM

Thanks for the help Breunor, hopefully animating it will be easy, I put all the moving parts into different groups.
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#354 revenant4

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Posted 30 January 2004 - 08:23 AM

#3 Is the way to go...

#355 mikker

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Posted 31 January 2004 - 06:25 AM

anyone know how to convert .3ds into .ms3d?

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#356 demich

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Posted 31 January 2004 - 07:35 AM

1)open your 3d soft
2)export model to 3ds
3) open Milkshape
4) import 3ds
5) corret everything that need correction :)
6) save as ms3d

#357 Breunor

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Posted 31 January 2004 - 07:02 PM

Yup, you just have to import the 3ds, then save the file. I should be able to animate in a bit, have to make sure it's cetered perfectly on the origin and also get the joints on the origin. With a little patience animating in milkshape isn't too bad, just move bits, take a key, more then some more, take another key, etc. I have the static verison up and running, so I'll add animation when I get a chance.

#358 kafros

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Posted 15 August 2005 - 05:45 AM

I am using Carrara Pro 4. I really love its interface and its features. Is there a way I can work with that for the project?

Edit: It may not be the according thread, but people were talking about import/export plugins etc. And, carrara isn't mentioned much on the Internet, no tutorials, no plugins, so I though you may know the way :P

Edited by kafros, 15 August 2005 - 05:52 AM.


#359 Beetle

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Posted 15 August 2005 - 05:53 AM

We desperatly need somebody to make base facility texturing, maybe can you help?
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#360 Vaaish

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Posted 15 August 2005 - 06:17 AM

unfortunately, all your platfrom can be used to do is create the models not texture. we are doing all final prep in 3ds MAX to keep things standard.

#361 kafros

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Posted 15 August 2005 - 08:03 AM

I've been exploring Carrara and reading it's help file, and I dare to notice dear Vaaish that it is a FULL production suite. You can model, texture, apply Inverse Kinematics, use skeletons, physics, everything you may need. Have a look at these screenshots



Edit:
Make a butterfly! Model-Texture

Edited by kafros, 15 August 2005 - 08:39 AM.


#362 Vaaish

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Posted 15 August 2005 - 08:54 AM

I don't doubt that you CAN texture model and animate in it... the issue is not whether or not you can, the issue is getting it into 3d Studio MAX after you do that w/o losing the uv coords, bones, or skin weighting. Since most of the art department uses max, we set that as the standard platform that all art must be submitted in the .max format. now if you can texture and can import them into max without any issues then go ahead.

#363 kafros

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Posted 15 August 2005 - 08:59 AM

I guess .max and .3ds are different right? :doh:

Carrara can export to:
.dxf .b3d .obj .3ds .html .wrl .w3d .car

#364 Beetle

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Posted 15 August 2005 - 09:11 AM

.3ds are ok :)
If you have some final object please send then to me in .3ds or .obj :)
(It is also good idea to keep them on the forum ;) )
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#365 Vaaish

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Posted 15 August 2005 - 09:37 AM

yes they are different, but .3ds files are ok. Be warned that some exporters don't save the UV coords in the 3ds even though 3ds files support them. however the final finished model ready for export and archiving needs to be in .max format.

Edited by Vaaish, 15 August 2005 - 09:38 AM.