Re: That is funny. :-)


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Posted by elmek on May 21, 1998 at 07:40:18:

In Reply to: Re: That is funny. :-) posted by Gwot on May 21, 1998 at 02:58:10:

Sure...usually i use max when doing the mapping
but it can be done in NST as well. Take a look
at file listed in the link below. I did that
15min ago in NST.

Its a baisc arm with a unfolded mapping. Its not
pritty to look at but it works (i hope, havnt tested
it with a skin but there shouldnt be any problems)
Use a checkerskin to see how it looks.

To do it you will first have to in q2m (if you dont
already have mapping cords in the model) pull all
cords just to have something to work with in NST.
You can do a front/back if you like but you can also
just pull both sides at ones, its a bit harder to
fix at first but it works.

In NST you can split texture vertices by selecting
one of the faces using the vertex and then draging
this vertex to a new possition. NST will then disconnect
this face from its neighbours at this vertex. If you place
a vertex on top of another vertex then NST will
weld these vertices.

I think i read that Npherno will be adding a mapping
feature similar to max in the next version so it might
be easyer to do it then.

Bye
Elmek

: Do you have a sample skin done this way using NST? Cuz the only way I can think of to do this in q2m is to pull the mesh apart like you said, before generating the skin. When generating skins I use the front back procedure in q2m. I have yet to see a good skin with seams in game, or any base skin for ppms that is unwrapped in this way. I'm not saying you are wrong, I would just like to see this method if you have an example. In quake/q2 it just seems easiest to do front/back mapping. That is why the developers made their skins this way.

: Thx

: gwot




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