12-29-2015, 08:00 PM
She looks beautiful. Good work.
By doing that, I noticed you:
1) left the UV information in the mesh;
2) the UV information looks weird since it's boundaries are very irregular and we use to apply a squared or rectangular image that should be entirely mapped;
3) you assigned that information to the Default material, since I just dragged the image to it and got it applied. You must to use a proper material for that - I just heard from dgud once that I shouldn't play with Default materials values;
4) by having the UV map information, I tried to backing the vertex color into a texture and got a big crash. It seems that "garbage" compromised Wings3D operations:
Maybe you should to remove that information. There is a operation for that which code you could to use - with it selected in Body mode -> Vertex Attributes -> Remove UV Coordinates.
After I do this I was able to backing the vertex color to a texture;
(12-29-2015, 02:53 PM)ggaliens Wrote: it did mean that I'd need to throw away the texture at the end of process and do "convert materials to colors". Which in this particular case is what I wanted to do anyways.That should create dozens of materials. Doesn't it?
Quote:Did you try that code fragment ?No, I didn't have time for test it. I was updating my dev environment and got some issues. I just fixed it today.
Quote:No long cutline needed. Poles very very simple.It's there in a certain mode - virtually. It's easy to see if we decide to apply a moon texture to it which produce a nice visual result.
By doing that, I noticed you:
1) left the UV information in the mesh;
2) the UV information looks weird since it's boundaries are very irregular and we use to apply a squared or rectangular image that should be entirely mapped;
3) you assigned that information to the Default material, since I just dragged the image to it and got it applied. You must to use a proper material for that - I just heard from dgud once that I shouldn't play with Default materials values;
4) by having the UV map information, I tried to backing the vertex color into a texture and got a big crash. It seems that "garbage" compromised Wings3D operations:
Quote:Window: {autouv,2}In the left a weird selection when I did that using the marque option in face mode. Do you see that too? In the right is the strange UV map.
Reason: {badarg,[{gl,bindTexture,2,[{file,"gen/gl.erl"},{line,7000}]},
{wpc_autouv,draw_background,1,
[{file,"wpc_autouv.erl"},{line,1950}]},
{wings,'-redraw/2-fun-0-',2,[{file,"wings.erl"},{line,280}]},
{wx,batch,1,[{file,"wx.erl"},{line,180}]},
{wpc_autouv,handle_event,2,
[{file,"wpc_autouv.erl"},{line,572}]},
{wings_wm,handle_event,3,[{file,"wings_wm.erl"},{line,931}]},
{wings_wm,send_event,2,[{file,"wings_wm.erl"},{line,903}]},
{wings_wm,do_dispatch,2,[{file,"wings_wm.erl"},{line,768}]}]}
Maybe you should to remove that information. There is a operation for that which code you could to use - with it selected in Body mode -> Vertex Attributes -> Remove UV Coordinates.
After I do this I was able to backing the vertex color to a texture;