Hello guys.
Thanks for your help on the ngon text issues I was having.
One question, now that I have my model of 3d text, I'm noticing that the movement tool with axis red blue and green is not centered in the text. Is there a way I can get that so it is centered in the wireframe box of the text?
Also, I would like to make the surface a mirror, which would be a material setting correct? Can someone point me to a good tutorial for beginners with coloring and shading models?
Thanks again, you guys are awesome!
Scott
aka elipsis1
QuoteI'm noticing that the movement tool with axis red blue and green is not centered in the text. Is there a way I can get that so it is centered in the wireframe box of the text?
Yes. You must put your model at (0,0,0) in the modeling program you used. In this case Hex2. If your text is not one object, that is, if each letter is an object on its own, then group all of the letters and then zero out the group. If then you still want the letters to be be individuals, you can ungroup them.
But, the bonus of grouping any set of objects is that they can share a single texture. When working with high polly and giant textures (4k png) this will save you a big memory headache.
If you Zero out the object and leave it at 0,0,0 you will find that on a flat terrain in TG2 the object will be half buried. So you may or may not want to raise the object up to3 the surface on the "Y". I always leave a plant object (for example) just a little below the surface grid in Hex2 so that it will look good in TG2. Of course you can move an individual in the "Y" in TG2, but why create extra work for your self?
Remember, if you have already UV mapped individuals and textured them, grouping will undo that wok. As it happens, in Hex2 Grouping is the only way I know of to undo a UV unwrap. Which is good to know so remember it.
QuoteAlso, I would like to make the surface a mirror, which would be a material setting correct? Can someone point me to a good tutorial
For a mirror, simply adapt the instructions in this thread to your purpose : http://www.planetside.co.uk/forums/index.php?topic=15003.15
Page2 Post 9.
^^Did this help, or did you want something else?
I haven't had time to test it. Thanks badger, you even follow up :)
I will try this soon and update the thread.
Many many thanks!
In 3d space this is called a pivot point and is the basis or cente of gravity whern animating in your 3d programme.
Badger, yep, once I made sure my object was at absolute zero on every axis, this fixed the issue with the movement tool being not centered. :)
Now to dive into the materials...
Ok, I am trying to use a reflective shader to get a mirrored effect, but hmm, not really working like that. I am getting some reflectivity from the sun off the obj, but not a mirror. I looked at that other thread and it was kind of hard for me to pick up on how to adapt it...
Ok looks like you can use the water shader for a quick and dirty mirror, just turn down the waves?
The reflective shader I was trying either isn't meant for mirror type surfaces, or like a n00b I had no idea how to hook it up right... LOL
Quote from: TheBadger on October 07, 2012, 08:15:33 PM
QuoteI'm noticing that the movement tool with axis red blue and green is not centered in the text. Is there a way I can get that so it is centered in the wireframe box of the text?
Yes. You must put your model at (0,0,0) in the modeling program you used. In this case Hex2. If your text is not one object, that is, if each letter is an object on its own, then group all of the letters and then zero out the group. If then you still want the letters to be be individuals, you can ungroup them.
But, the bonus of grouping any set of objects is that they can share a single texture. When working with high polly and giant textures (4k png) this will save you a big memory headache.
If you Zero out the object and leave it at 0,0,0 you will find that on a flat terrain in TG2 the object will be half buried. So you may or may not want to raise the object up to3 the surface on the "Y". I always leave a plant object (for example) just a little below the surface grid in Hex2 so that it will look good in TG2. Of course you can move an individual in the "Y" in TG2, but why create extra work for your self?
Remember, if you have already UV mapped individuals and textured them, grouping will undo that wok. As it happens, in Hex2 Grouping is the only way I know of to undo a UV unwrap. Which is good to know so remember it.
QuoteAlso, I would like to make the surface a mirror, which would be a material setting correct? Can someone point me to a good tutorial
For a mirror, simply adapt the instructions in this thread to your purpose : http://www.planetside.co.uk/forums/index.php?topic=15003.15
Page2 Post 9.
Oh, I see that in your mirror example you did indeed use a water shader! DOH... sorry... guess sometimes we just stumble on stuff in Terragen, seems to happen a lot with me hehe...