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Gothic Knight said:
Actually, I'm having problems UV mapping because I don't do much texturing and because my model became deformed after being being imported from Wings 3D to Blender and vice versa.

Did you make sure to convert any n-gons to tris or quads before importing?
 
Gothic Knight said:
No, I wouldn't know that. I also don't know how to seam well. What are N-Gons btw?

I did explain a bit a few posts above.

For example, the cheekpiece of your helmet you posted in the 3D thread is made out of an n-gon.
If I'm not mistaken, to convert all faces into tris in wings3d you have to use tesselate or something like that.

Also, blender does have one major shortfall in which it handles normals a bit differently so hardedges imported from other apps will be lost (or rather, everything becomes hard) so you have to reapply smooth where necessary and redefine the hardedges in Blender using EdgeSplit.
 
amade said:
Gothic Knight said:
No, I wouldn't know that. I also don't know how to seam well. What are N-Gons btw?

I did explain a bit a few posts above.

For example, the cheekpiece of your helmet you posted in the 3D thread is made out of an n-gon.
If I'm not mistaken, to convert all faces into tris in wings3d you have to use tesselate or something like that.

Also, blender does have one major shortfall in which it handles normals a bit differently so hardedges imported from other apps will be lost (or rather, everything becomes hard) so you have to reapply smooth where necessary and redefine the hardedges in Blender using EdgeSplit.

Yep, but can I untrigulate it in Blender and be ok? Even if I do, I have no idea how to UV map though. I think all my models have a lot of N-Gons because I rarely use a cube.
 
Hmm, time to dredge up some old examples:

cylinder.jpg

Left one is without smooth, the middle one is with set smooth applied to all faces, the right one is the same cylinder as the left one but using the subsurf x1 modifier (subsurf may also be used with smooth. note: subsurf adds a lot of polies so it's not suitable for use in games).

As for hardedges, the edge of your blade needs to look sharp, right? If you leave your swords with all faces set as hard you get this:
sword_hard.jpg


Notice the hard edges on the face of the blade which we don't want. So to get rid of it we select all the faces and use set smooth to get this:

sword_smooth.jpg


But now the cutting edge of the blade looks "soft" or blunt. So to make it sharp again we select the edges we want to be hard and then press Ctrl-E>Mark Sharp. Next we apply an EdgeSplit Modifier to the mesh, disable "From Edge Angle" and make sure "From Mark Sharp" is enabled. Now you have this:

sword_sharp.jpg




Gothic Knight said:
amade said:
Gothic Knight said:
No, I wouldn't know that. I also don't know how to seam well. What are N-Gons btw?

I did explain a bit a few posts above.

For example, the cheekpiece of your helmet you posted in the 3D thread is made out of an n-gon.
If I'm not mistaken, to convert all faces into tris in wings3d you have to use tesselate or something like that.

Also, blender does have one major shortfall in which it handles normals a bit differently so hardedges imported from other apps will be lost (or rather, everything becomes hard) so you have to reapply smooth where necessary and redefine the hardedges in Blender using EdgeSplit.

Yep, but can I untrigulate it in Blender and be ok? Even if I do, I have no idea how to UV map though. I think all my models have a lot of N-Gons because I rarely use a cube.

Blender can only have quads and tris, and it's generally recommended to model using quads so you don't end up with bumpy faces that usually result from using n-gons and to maintain good geometry. If you need to model the edge of a complicated shape without having to form quads or tris you can model it by selecting a vert and extrude it (press e) so you get something like this:

vert_extrude.jpg


Afterwards you still need to connect all the edges to form quads/tris (you may need to add some verts inside the shape to connect everything properly) before it can be used in game (BRFedit/openBRF will automatically convert quads into tris upon importing but it's better to convert it yourself before importing). Remember that you can press "g" to grab and move verts/edges/verts if you want to edit your geometry.
 
Good, a nice tutorial..>
But what if you have downloaded something... So you can't open it with wings 3d?
(like OSP)
 
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