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| decat |
as the title says- this rug I made doesn't actually sit on the floor... it floats above the ground. I'm kind of new to this, this is my first time making an object- I've done recolouring for a while though. I'm thinking it's the mesh? it's found uder decorative-> rugs, for $250. |
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#2 |
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JavierMC20
Lab Assistant
Join Date: Dec 2009 |
I downloaded and looked at your mesh. The reason it is floating above the ground, is your mesh is not positioned right on the y-axis (y-axis for milkshape, z-axis for most other modeling programs). You need to move it along that axis until it is sitting on the floor plane (the bottom at 0.0 on the axis). |
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Disfruta de la vida mientras pueda. Maņana puede tener que lavar la ropa! |
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#3 |
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moune999
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One piece of good advice is to always extract the original mesh from your cloned package BEFORE you even start working on your own new one. That way you can use the original mesh as a reference to find out exactly how big your new mesh should be and where it should be placed on all three axis. |
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#4 | |
| decat |
Quote:
hey Moune, It was your great tuatorial I used! it was a very good tuatorial, the mistake is completly mine, so no problem with tuatorial. thanks again, your tuatorial gave me a good insight to the object creation process Decat Edit: I fixed it- just moved it like you said. milkshape is scarry when you're new! now to fix the texture...
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Last edited by decat : 5th Sep 2010 at 01:45 PM.
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#5 |
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moune999
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Glad you got it worked out, and that the tutorial was useful. Good luck with the texture. |
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#6 |
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JavierMC20
Lab Assistant
Join Date: Dec 2009 |
LOL I must have written in invisible type or my name appears as moune999. Anyway, likewise, good luck with texture...that's if you see this.
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Disfruta de la vida mientras pueda. Maņana puede tener que lavar la ropa! |
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#7 |
| decat |
I got the texture working, though it looks really dark inside... but it works!!!! :D |
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#8 |
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moune999
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The darkness of your texture can be adjusted in the Material Definition file (TXMT). Look for stdMatLightingEnabled which should be set to 1. If the texture remains dark, make sure stdMatDiffCoef is set to 0.8,0.8,0.8. Then take a look at stdMatSpecCoef. The lower the numbers, the darker your texture will be. Lowest value is 0.0, highest is 1.0. Just in case you've never worked with the TXMT before, you choose the parameter you want to change by clicking on it in the list to the left. Then change the value in the dialog box to the right. |
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