Wow what a great responce and thank you so Much Oshyan for getting back to me and setting things strait. Yes I had pretty much figured most of those things out, but as I look at this tgd2 interface it looks to be so very close to being able to actually be able to add more Textures. But I think it is not Textures that are at issues as I have been working with Models in tgd2, but more it seems to only look at 16 parts of a model. If I bring a Dragon in that has 24 parts to it, I can see the model pats in a drop down menu, but have not figured out how to get tgd2 to except what was actually imported in., I sure would like to be on the Beta team on the models aspect dearly I would, hint hint. And not so much a texture problem at all, other then mesh and texture go together. If I make a model I can only make 16 parts for each model at a time.
I love TGD2 and love the effect I can get as it is so much more realistic, and that is exactly why I want my models in tgd2, It is OK if I cannot animate them directly for now, just to be able to do sets would be nice for graphics. And I understand completely all that everyone has said on this posting. It has been most helpful.
QuoteBy definition there are many things that are either very difficult or impossible to support, such as proprietary procedural formats or other proprietary data. This is the main reason we won't be directly supporting Poser any time soon. If a Poser figure can be fully exported, with all material definitions and textures, into a standard object format such as OBJ, then TG2 should fully support accurate rendering of it in the future. The same is true for the object export from any application. We will work to support standard formats and expect other applications to do the same, in the spirit of data exchange and facilitating effective workflows.
Yes that is OK, I have been getting Daz, poser and other .obj objects in for a while now, and my own, just need to be able to bring all the little parts that maker a great model, thus a killer scene into tgd2 is all, and I know it will happen sometime this next year, that ok, just wanted to talk about it as I consider it important as a artist and a landscape artist as well. And houses, ships, people even if they do not move in animation still many have more then 16, well most do really. It would be nice to see a way to do add ons to the model you bring in, like maybe using 3-4 even 5 of those shaders GUi's that are used when importing .obj's? I was trying to string them together, but couldn't get them to, so gave up lol. Anyway thanks for the update brothers all of you and yes was long winded and gave me all I needed, so thanks very very much. I am working on a Scene now for a Space calender contest and having trouble building models that are only 16 meshes, and make it look like they have more, not easy to do sometimes......Work in progress, still have a spaceship import to do and I want a space suited person also in the scene, then maybe win an award using TGD2, will post and let Planet Side get Cudos if I can manage a win lol.
OK I have to go work, but here is a image I am working on that is low Rez, but as you can see the power of tgd2 with models can be so very sweet and photorealistic which in my mind no other software can match. So I hope you guys understand /winks. huge hugs to all and have a HAPPY NEW YEAR my friends.
this is work in progress. I personally think tgd2 can step up to that bar easier then people think, they actually from what I can see as a non programmer it looks like they already almost have it now with a tweak or 2 /winks.
Thanks guys I feel much better.
DT
have a good one guys.