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Goth Models - Cat (spirit familiar)
Goth Models - Cat (spirit familiar)
| Name: | Proto | |
|---|---|---|
| Date Posted: | Jul 11, 2007 | |
| Rating: | 4.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Proto |
Blog post
I've been feeling re-energised this week. My creative juices have been flowing and I've been working on some explosion, light and particle effects for my portfolio. I've also found time to progress with my exploration of Torque art. This one will be a spirit familiar for the witch player model (I now have the witch rigged, partially animated and playing in Torque).
Work in progress:

I've aimed for around 1000 polys. I plan to include 2 levels of detail and 6 animations (sneak, run, jump, sleep, play, stand). I think I'll rig this on the weekend. I've always liked the way cats move, so I'm going to have fun making this one come to life.
I'm loving PLG UV Tools - it's making my UV maps considerably less painful to construct and I've finally figured out what was crashing the plug-in - or rather how to avoid the crash by creating UV maps per model part, rather than attempting the entire mesh at once. As the edges get saved, I can adjust the mesh as needed without worrying about distorting the UV. Sweet!
Work in progress:

I've aimed for around 1000 polys. I plan to include 2 levels of detail and 6 animations (sneak, run, jump, sleep, play, stand). I think I'll rig this on the weekend. I've always liked the way cats move, so I'm going to have fun making this one come to life.
I'm loving PLG UV Tools - it's making my UV maps considerably less painful to construct and I've finally figured out what was crashing the plug-in - or rather how to avoid the crash by creating UV maps per model part, rather than attempting the entire mesh at once. As the edges get saved, I can adjust the mesh as needed without worrying about distorting the UV. Sweet!
Recent Blog Posts
| List: | 08/02/07 - Furniture modelling 07/11/07 - Goth Models - Cat (spirit familiar) 05/01/07 - Player model - witchypoos 03/21/07 - Sports Car Model 02/27/07 - Seasonal Forest Models |
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Submit your own resources!| Clint Herron (Jul 11, 2007 at 13:02 GMT) |
| Andy Hawkins (Jul 11, 2007 at 14:03 GMT) |
Quote:
and I've finally figured out what was crashing the plug-in - or rather how to avoid the crash by creating UV maps per model part, rather than attempting the entire mesh at once.
| Rubes (Jul 11, 2007 at 19:24 GMT) |
| J Sears (Jul 11, 2007 at 21:21 GMT) |
| Proto (Jul 11, 2007 at 23:17 GMT) |
First of all I'll say PLG is the bees knees for UV in Lightwave. For those who don't know, it'll unwrap complex meshes in a configurable manner and automatically jiggle the resulting UV to eliminate image stretching. And it's free - which is pretty hard to beat.
The PLG plugin crashes for me on occasion when it doesn't like the mesh or boundary edges of a particular model. It seems most likely to happen when the "Divide by Surface" option is used. I've not seen the crash as often when making UVs for each surface (by selecting polys in the stats window). The crash seems to happen when edges don't meet or there are a lot of polys, and it seems to happen more often when creating a UV from the entire mesh with the "Divide By Surface" option on. This is a replicable bug for certain meshes only. For other meshes it works fine. It's hard to identify the bug as the logs aren't updated.
I've been working around it by making a selection from a surface or part first, and then using PLG_Edit to create the UV for that surface / selection. This is quite useable and isn't as tricky as it sounds as long as your mesh has surface boundaries where you want to split your UV.
I'm on a Mac OSX 10.4.10 / Dual G5 1.8Ghz / 2.5GB ram using Lightwave 9.0 and PLG 2006/9/29.
Edited on Jul 11, 2007 23:40 GMT
| Rubes (Oct 03, 2008 at 21:22 GMT) |
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