http://www.izware.com
I have the $99 1.1 version from 6 years ago, this one is $49,
there's a demo. It has the best 3d painter I've ever used, but
it's buggy, mainly for things like statues. See the pic at
http://hosted.filefront.com/hike1
nendo.jpg (178k)
Nendo 1.5
I just tried the demo version.
Nice tool,specialy on terrain,for mixing and aligning the textures to the polygon normals-like cliffs.
Dont know why,but when i paint a pattern on the object
,the texture first appears sharp as you apply it-and when you finish pressing the mouse ,it blurrs and distorts the texture-even on flat polygons.
And i did nt apply any blur effect.
Nice tool,specialy on terrain,for mixing and aligning the textures to the polygon normals-like cliffs.
Dont know why,but when i paint a pattern on the object
,the texture first appears sharp as you apply it-and when you finish pressing the mouse ,it blurrs and distorts the texture-even on flat polygons.
And i did nt apply any blur effect.
blurrs and distorts the texture-even on flat polygons.
It's always done that, don't know why either. You'll get more
detail if you use 512x512 textures, although I usually limit
my .act files to 256x256. Another thing with the 1999 version
is that hardware acceleration has to be turned off, /r-click/
desktop/settings/advanced/adapter/troubleshoot in Win 2000
or nendo won't even run.
It's always done that, don't know why either. You'll get more
detail if you use 512x512 textures, although I usually limit
my .act files to 256x256. Another thing with the 1999 version
is that hardware acceleration has to be turned off, /r-click/
desktop/settings/advanced/adapter/troubleshoot in Win 2000
or nendo won't even run.
In the trial version of nendo,i could nt export a painted model in max to see in UVW unwrap the uvw coordinates.
There is this:In 3ds max the more complex a model is,the more planar uvw mapping modifiers you need to various face angles.
In max i have to weld vertices in Unwrap like a puzzle.
The good part is that i can place the polygons in a way i understand what part is where.
It could be easy to apply in nendo UVW coordinates by painting with a color the whole object.
Hike1,can you please import the sculpture model mapped in nendo back in 3ds max,
apply an Unwarp modifier and post a capture of the unwrap window?I would like to know if the mapped object from nendo has coordinates that can help you paint over the bump maps.
If you apply a checker map on a mapped object you see clearly any stretchings.
There is this:In 3ds max the more complex a model is,the more planar uvw mapping modifiers you need to various face angles.
In max i have to weld vertices in Unwrap like a puzzle.
The good part is that i can place the polygons in a way i understand what part is where.
It could be easy to apply in nendo UVW coordinates by painting with a color the whole object.
Hike1,can you please import the sculpture model mapped in nendo back in 3ds max,
apply an Unwarp modifier and post a capture of the unwrap window?I would like to know if the mapped object from nendo has coordinates that can help you paint over the bump maps.
If you apply a checker map on a mapped object you see clearly any stretchings.
- Attachments
-
- uvw_Unwrap_checker.JPG (30.29 KiB) Viewed 1943 times
You can't do a thing with the texture map.
go to http://hosted.filefront.com/hike1
get base01.jpg
36k
It's a per-face map.
go to http://hosted.filefront.com/hike1
get base01.jpg
36k
It's a per-face map.
Moved to Modeling.
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
I expected that it might be per face mapped.
In 3ds max you can use a tiled checker bitmap,so when you select faces and stitch them together in the edit uv's window you can see clearly any streching may occur.
Uvw Unwrap can apply planar mapping by itself by the face sub-object-it doesnt need previousky applied UVW modifier.
In 3ds max you can use a tiled checker bitmap,so when you select faces and stitch them together in the edit uv's window you can see clearly any streching may occur.
Uvw Unwrap can apply planar mapping by itself by the face sub-object-it doesnt need previousky applied UVW modifier.