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3D 3d show off room


hehe, well... What happens is....

When you choose the whole model and then choose the UV option, you would as said then choose the Projection option.... to which it will generate a map in a pop up window... this map will be a flat looking wire split up in the parts to your model... you end up exporting this to a folder... it exports as a .targa file, which you then open up into PS... You make your textures to fit the areas on the targa file, paste everything down and save as same targa file... then open back into wings and right click anywheres on the open popup map area and choose import> your newly textured file, then choose Apply texture option and voila... you now have a newly textured model.

Like I have suggested, just take a cube and experiment a bit... my version of Wings is an older one because it is the last version which would allow for applying color through SetMaterial> when selecting faces then the right clicking.... the UV was still very experimental at this stage, but seems to work okdoki... however the in newer versions I find it more difficult to apply simple colors as the right click option was taken away and the whole thing ended up on another set of menu's...

This I do like about Wings... you have some version choices... :D

anyhoo, give it a whirl and keep us posted here in how it goes for yas... :righton:
 
I was jus talking about the car ;) and umm, wheres the objects bar in the new wings3d? Where you can hide objects, where is tat now? [confused]
 
Hey Alister... the objects window is now called the "geometry graph" and is found in the "Window" menu as per usual, as well, while you are up there in said menu click on "out liner" to get your materials window... just left click on the default white color, right click and choose duplicate, then click on the new default2color, right click and rename to what ever part or material color name you wish... then right click on it and edit... to whatever color you wish, then as you can see you have the options to appy to selection, as well select, which will select the region by color you have defined to said region... too cool..

as for joining stuff together, hang on and I will whip something up for yas ok? :)
 
ok, just for practice...

first off, maybe you would like to make your UI like you see mine here... it takes some getting used to in how they don't act like standard windows in certain ways, but... once ya get things the way you like em they are really helpfull in the selecting the other side as well different perspective viewing...

go up into "window" and choose new geometry window, and again, and once more... you will notice they each come with menus, just stackem like you see with mine... might take a while to figure if one goes behind the other, but... none the less, once you have em stacked to which ever arrangment you like then... right click on the green menu bar of your large main window and choose "fit" "horizontal"... ( do not hit vertical, or be prepared to fudge around way too much... )

There now you have multi viewports however small, they come in handy...

Now then ...

Bridging

Pop a cube in your work space... ( now go into your small view ports and position your views re middle click in each viewport and dolly the cube so as one has the top, one shows the opposite side, and one shows the front...

now go into the main window and...

select on any face and extrude out... (keep in mind axis)

deselect all, then select one of the center edges and hit "L" to loop middle lines/edges...

right click and choose "loop cut"

now right click and choose move, along same axis as the face you had originally selected... and the two sides should seperate horizontaly apart from each other...

deselect, then select the two inside faces ( one by selecting in view in the large work window and the other side through the smaller window showing such... practice this, it really sppeds things up in these early stages where the models are still fairly small)...... right click and choose "bridge" Bridge will only bridge the gap between two poly faces, so... if you have a center area which has a long row of inside faces, select said faces and hit your backspace to "dissolve" thus now you are left with a ngon ( has more than four sides) but no the less it is but one poly, thus your are able to select the two dissolved inside areas and "bridge" them.

any problems give me a hollar... :D
 
wow, thanks. But thats a totally diffrent situation you got going there. Your objects are already lined up. The two pieces I have... Well I just hant get them lined up, horizontal nor vertical. :( Well, i didn't read all of what you just typed, but I will tomorra. I'm VERY tired, its already 2:00 today! Well, night. ahhhmm [sleepy]
 
Ok, I think I know what is happening... then again who knows... I can only explain through further illustration what it is I am saying when it comes to the importance of default axis... soooo... I will be right back :)
 
Ok, here goes... When I open Wings and first place my object/primitive within the workspace I hit "r" to reset the axis/view... this is really important because whichever direction you go from here it is just a matter of remembering the axis... more on this further on... you'll see... :)

here I have place a cube, reset the axis/view, and... extruded the faces alog z axis... in otherwords from the red selected face to the face at the other end unseen, the line is along the z axis...
 
now I had extruded that cube twice along z, though actually just extrude region>normal was the chosen route... anyhoo then we extruded the x faces on both sides and extruded twice, then tweaked the result to the shape shown here ( there was a "bump" thrown in near the front end... ) ... :) you can see the original cubes top face selected here...
 
anyhoo... we smoothed the shape twice to get relatively the same resolution as to what you were working with there Alister... then selected one edge runing from front to back right in the middle and hit "L" to select the whole loop as shown here...
 
when you have a solid loop going right around, right click and select "loop cut" to which it will cut the two sides apart, leaving one side highlighted... simply right click and choose "move>x, which is not from front to back of this craft, but rather out the sides... move youe mouse and move the selected out a bit... there, you have the axis moving down... :D
 
now then, hit the backspace key while this side is still selected thus deleting it... leaving the one side...
 
now making sure that your whole object is selected via hitting "b" to select whole object body, or by selecting the pyamid icon on the right, having selected your object, right click and select "Duplicate>x "... and move your mouse to see the object seperating from the original...
 
now while the whole new side is still selected, right click and hit "flip>x" and voila... your object is facing the other the way things should be...
 
now while still selected simply right click and choose "move>x" and move the two approx one face distance apart....
 
then hit the space bar to deselect all, then hit the "f"key to make for face selection, then select the two inside faces as shown here... (this is also whereby I was suggesting that should these inside faces be segmented into a whole row of inside faces, then one would select them all and hit the backspace to dissolve first... so as to make only two faces, one per side... as you can only bridge two faces at a time... anyways... having both inside face selected, right click and choose bridge...
 

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