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Zplintz

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Everything posted by Zplintz

  1. Zplintz

    SUPERCOIL

    Great game idea. Looks and sounds beautiful.
  2. Zplintz

    ETA on edge Bevelling?

    It is no easy task to automate edge bevelling (especially where 3+ faces meet) but this is high on my wishlist too.
  3. 1, PG to work during scale, extrude and rotation (although perhaps this would be best served by a distinct rotation step). 2, Relational movement between points. Sorry I am too lazy to find the correct terms just now but I would love to be able to grab a face, translate and have its neighbours more with it relatively. I am imagining a flat multiface object and 'pulling the middle' and having the rest of the faces follow the pulled face in a curve. Something like curved lines in a photoshop package. (I do appreciate that this request may be asking too much
  4. Zplintz

    Potentially unreasonable requests list.

    Haven't posted any requests for a while. Partly because PB beta keeps being released with ne functionality - which is very cool. Still love to se a uv sphere primitive (but can do semi-sheres by hand using other primitives with a little carefull tweaking). I would also like a method to create curves. I would like to be able to push a face and have connected faces n faces around or to the sides be dragged with it smoothly. Mathmatical curves (even when those curves are only built using 10 flat faces can add an elegance to the eye that doing by hand misses). Sounds tricky to me though so a pipe dream on my behalf I suspect.
  5. Zplintz

    2D animation combined with 3D model.

    Isn't it just. It's like a cartoon character that has escaped into a 3d world. Looking forward to seeing more.
  6. I second that. There aren't enough expletives to describe how good it is.
  7. Zplintz

    Extrude by Value

    Woohoo! - Yet another request becomes a reality. It will make setting the large objects to exact values so much easier and quicker. Does this feature work just for extrude or for dragging too?
  8. Zplintz

    Reflection Demo made using ProBuilder

    Agreed - I couldn't even get off level 1. Way too difficult. I want my money back. The shiny wooden floor looks fantastic. Really impressed.
  9. Zplintz

    2D animation combined with 3D model.

    Thanks Erik. That's made my day. Love Spogey already - he looks like he has a few stories to tell. Even with the untextured map - I want a go!
  10. Zplintz

    best way to insert step

    I am betting the explanation would take up a whole tutorial/vid. Still I'd definitely watch it there were one.
  11. @ErikH2000 - I was wondering how you were getting on and whether you wanted to share any pics? I must confess the green guy has me intrigued. If you would rather not that's ok - I am only being nosy after all.
  12. Zplintz

    LOD?

    Interesting to me. Hadn't thought about using ProgGroups in the Player (for game play or testing) - until now.
  13. Zplintz

    Progrid UI doesn't load.

    How about deleting the 6by7, probuilder, progrogrids, procore folders from your project and then importing them?
  14. Well be careful with Probuilder - its easy to lose hours fiddling - er I mean modelling.
  15. Zplintz

    Domes

    [Edit - Not relevant]
  16. Zplintz

    Potentially unreasonable requests list.

    A UV sphere with radius (x,y and z) plus n segments would be cool.
  17. You are welcome. Seems obvious once I tried it but not before - I love the way it just appears out of nowhere. To be honest I am jealous of your ability to use the api - it was that that caught my attention. The possibilities seems endless if you have the skill. Will you be applying textures to the faces with code? Can you apply shaders to just the edge/corners now they are separate faces?
  18. Unfortunately playing Elite Dangerous Alpha/Beta got the better of me tonight so it is a bit late..... Is this closer to what you need (sorry about the appalling colours and textures not being lined up). I started with a cube. Set ProGrids to .1 and pushed all 6 sides .1 towards the centre. = .8 x .8 x .8 unit cube Shift-Drag extrudes a face or faces. When you let go of the Shift it finalises the extrude. Next time you Shift-Drag a face or faces, it creates new faces. Select one face and shift drag it away from the centre by .1. This extrudes a new set of faces. Select all the faces of another side and do the same for all the other sides. So 6 x .1 shift drags. First time and second extrudes you do just 1 face but after that it's.....er........ 3 faces twice and then 9 faces twice. I think you now have a perfect 1 unit cube with .1 wide edges and corners. (Or whatever sizes you want). Each side has 9 faces. No seams either and you can texture the faces in groups or individually as you see fit. You can also make cuboids or even irregular shapes (minecraftesque) and still maintain that .1 wide edge and corner pieces. You can make slopes doing this but getting the width of the diagonal edge looking right can be tricky. There are other ways of creating new faces and dragging the edges to where you need them but in this case I think this is the quickest and easiest way to do it. I hope this makes sense (or I have made a fool of myself on a public forum)
  19. Are you creating simple cuboids (with 6 sides) that you want to texture or 3d objects comprise of multiple cuboids that you will (I suppose) move apart? On your last example pic (with the interesting green guy). I can see that you have 9 faces per side of the cube (or perhaps 24 cuboids altogether)?. As I can see the seams between the faces, I am guessing this object is still actually many separate objects or faces? You can combine it into a single one with Probuilder and there will be no seams. If you don't need each cuboid to be many separate cuboids you could either delete all the inside faces or I can (try) and show you how to build a single object in Probuilder with only 9 faces per side and to whatever proportions you want. i.e. one that looks exactly like your picture but one PB object but no seams and pretty cheap as an object and very quick and easy to repeat in different dimensions. You would still be able to texture each individual face (or group several faces for one texture) etc You can do it without subdividing (or any seams) with a cube and shift click extruding into a cube that is 3 faces x 3 faces for each side. You can either extrude them to the correct proportions as you go or push and pull afterwards. This is much easier with ProGrids too - it makes it easy to push and pull to exact proportions will maintaining the overall size of the cuboid. Not going to get a chance today, but I could post an example tomorrow if its of any use?
  20. Looks expensive for what is ultimately a 6 sided cube (or will the cuboid be exploded in game)? You have 26 cuboids in your mesh (each with 6 faces). Wouldn't splitting the sides of the cuboid into 9 faces (or 5) - so that i it looks like your first pic. You could then group the edges together and colour texture the edges and face seperately, Also unless your final object is a single mesh you may find Unity shows the seams. (I did when I tried to make a cube of cubes). 6 sides with 5 faces each. Each of the four edges per face can be coloured/textured independently and so can the faces:- (Plus with a little effort you can do the same with non-cuboid objects). I have been lazy with the face creation (extrude, scale and translate back) but you could get exactly as your original drawing.
  21. Zplintz

    Potentially unreasonable requests list.

    I have been surprised, several times now, by how quickly ProCore have implemented suggestions on this forum into the beta version of PB. Dream on...here is a place where they can come true.
  22. Zplintz

    ProBuilder techniques

    I'd advise asking lots of questions. Some things in the 3d world are counter-intuitive. You can spend a great deal of time banging your head against (a virtual) brick wall only to find out it you should have been doing xyz instead of abc. It also gives the rest of us noobs the chance to try and answer the easier questions
  23. So is it supposed to only disable the original non pb-mesh? I now have a rather gorgeous 144 meter high, 128 quad, square based, curved spike pb object. Thank you. With a little fiddling of Blenders export settings, I managed to get the face normals correct (so that the triangles of each face shaded as a quad rather than 2 tris at slightly different angles). If I use the first Pbuilderize option, it creates all the tris correctly (as Tris). However whilst the Preserve Faces option has got most of the faces correctly, it seems to be selecting a group together on one side (so it selects what should really be 6 separate quads on one side as a single face - and that face is actually curved). It was a deliberately tough test though and I will keep fiddling. Is there a method to pick two tris and telling pb that they are a single face/quad or should I be deleting the faces and remaking them between the connecting edges?
  24. I am trying to import the top half of a UV Sphere into PB so I can hack about with its faces. The mesh seems to import fine but when I probuilderize the mesh becomes invisible and only the gizmo can be seen in the editor. I have tried various repair options. I also tried doing the same with a Unity Cube and Sphere but it does the same. I don't see many people complaining so what am I doing wrong?
  25. Code 18 error (the problem is 18 inches away from the screen). Lesson to self: If you think it is probably you that is wrong - you are probably right. It does work, very well in fact and for far more complex meshes than I had expected. What I didn't realise was that both the original and the frankenmesh objects are both turned off in the inspector. All I had to do was turn the frankenmesh on to see it. Sorry for wasting your time - although the new Probuilderize script is excellent.
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