{Instructional}Getting .Models into LoG
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Re: {Instructional}Getting .Models into LoG
Thanks for the info germanny.
Between the info you posted and a youtube tutorial I was able to get a texture on my cup.
Only problem I had was I got it upside down when painting it in paint.net and had to redo it a couple times. (just a quick coat of paint, nothing great.)
Now to figure out getting it done with grimrock textures and the GMT.
Thanks again for the help and patience shown by all.
Between the info you posted and a youtube tutorial I was able to get a texture on my cup.
Only problem I had was I got it upside down when painting it in paint.net and had to redo it a couple times. (just a quick coat of paint, nothing great.)
Now to figure out getting it done with grimrock textures and the GMT.
Thanks again for the help and patience shown by all.
- JohnWordsworth
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- Joined: Fri Sep 14, 2012 4:19 pm
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Re: {Instructional}Getting .Models into LoG
I've not kept up with the whole set of posts here, but I saw on a previous page that you used 'Import OBJ' file to import the goblet into the GMT. I would advise always using the 'Import using Assimp' option, even for OBJ files. I will remove the old version that I wrote before integrating assimp in the next version, as Assimp offers loads of import checks and options that my barebones importer doesn't.
Otherwise - great progress! It's not an easy task to model, UV and then texture a 3D model. You seem to be picking it up nicely.
Otherwise - great progress! It's not an easy task to model, UV and then texture a 3D model. You seem to be picking it up nicely.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
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- Location: Oregon
Re: {Instructional}Getting .Models into LoG
JohnWordsworth,
They beauty of the plain importer is I don't have to know what I'm doing, just one click. The assimp has a buch of boxes of which I have no clue which ones to select. Yet.
I went back to my first urn and removed the sub surface modifier and it went down to just over 2000 faces then I tried to un map that one and this is what I came up with.
Will try painting it later. Off to my real job for now
They beauty of the plain importer is I don't have to know what I'm doing, just one click. The assimp has a buch of boxes of which I have no clue which ones to select. Yet.
I went back to my first urn and removed the sub surface modifier and it went down to just over 2000 faces then I tried to un map that one and this is what I came up with.
Will try painting it later. Off to my real job for now
Re: {Instructional}Getting .Models into LoG
No need to change any of the selection boxes with the assimp importer. It is set up default just fine While it is not all that important with a small simple model containing 1 node, more complex models will need the extra info the assimp brings in. Anyway, it is just as simple as .obj import, so don't let the checkboxes discourage you!
Currently conspiring with many modders on the "Legends of the Northern Realms"project.
"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades
"You have been captured by a psychopathic diety who needs a new plaything to torture."
Hotel Hades
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- Location: Oregon
Re: {Instructional}Getting .Models into LoG
If you haven't already watched Skuggasveinn's video then it's definately worth a watch, it got me started (addicted?)
viewtopic.php?f=14&t=4043
viewtopic.php?f=14&t=4043
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- Posts: 366
- Joined: Tue Jan 15, 2013 3:26 am
- Location: Oregon
Re: {Instructional}Getting .Models into LoG
Thanks for the link remma. I remember starting to watch it awhile back, before I imagined I would attempt to do this stuff, and was totally lost after about a minute. Definitley going to watch it again now that I have a least a basic idea of what's going on in it. It will probably make a lot more sense now.remma wrote:If you haven't already watched Skuggasveinn's video then it's definately worth a watch, it got me started (addicted?)
viewtopic.php?f=14&t=4043
- JohnWordsworth
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Re: {Instructional}Getting .Models into LoG
Just to back-up what msyblade said, the default settings for 'Assimp Import' will work for nearly all of the imports. The other tick boxes are just there to fix any issues where the model ends up appearing inside out say, or if there are other problems that happen at the import step.
Just a note, Silo 2 is currently 50% off due to the Steam summer sale (now $30, until 22 July). It's relatively simple but feels pretty flexible. Apparently it hasn't been updated in a while, and some people have run into some bugs - but in the few hours I've been using it, I've not hit any bugs and it seems pretty good for $30.
Just a note, Silo 2 is currently 50% off due to the Steam summer sale (now $30, until 22 July). It's relatively simple but feels pretty flexible. Apparently it hasn't been updated in a while, and some people have run into some bugs - but in the few hours I've been using it, I've not hit any bugs and it seems pretty good for $30.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: {Instructional}Getting .Models into LoG
Just picked it up for £15, thanks for the tip! Looks like I'll be playing with that all day, didn't need me no sunshine anywayJohnWordsworth wrote: Just a note, Silo 2 is currently 50% off due to the Steam summer sale (now $30, until 22 July). It's relatively simple but feels pretty flexible. Apparently it hasn't been updated in a while, and some people have run into some bugs - but in the few hours I've been using it, I've not hit any bugs and it seems pretty good for $30.
Re: {Instructional}Getting .Models into LoG
Please not, john. On a few models I will import with Assimp I get an error message:JohnWordsworth wrote:...I will remove the old version that I wrote before integrating assimp in the next version, as Assimp offers loads of import checks and options that my barebones importer doesn't.
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