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Little homemade aids for object creation
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mtaman
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PostPosted: Tue Dec 11, 2007 12:09 am    Post subject: Reply with quote

Here are a couple of bmps that I use to test meshes for distortion.


stripes.png
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stripes.png



stripes.zip
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ruthml
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PostPosted: Tue Dec 11, 2007 12:42 am    Post subject: Reply with quote

Mtaman, how does this stripey bmp work?
And if you do find mesh distortion - what then? is it fixable? (if this is more of a skinner's question let me know and I'll post a new question on this topic in the appropriate section.)

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mtaman
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PostPosted: Tue Dec 11, 2007 12:57 am    Post subject: Reply with quote

I use them mainly on meshes that I am making in Milkshape. The verticle stripes let me know that things are lining up correctly up and down while the horizonal stripes let me know that things are level. I can adjust the texture mapping to make the display better.
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eisbaer
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PostPosted: Tue Dec 11, 2007 10:00 am    Post subject: Reply with quote

I am always using the squared map from amazone sims, very usefull! In the tut is also discribed how to use it. Oh I love this tut!

http://www.mortimerssimstuff.nl/tutorials/mesh8.htm

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ChowGuy
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PostPosted: Thu Feb 12, 2009 3:23 am    Post subject: Reply with quote

The existance of this thread and the discussion else where on z-buffers prompted me to offer this. I don't know if anyone else would want to use my method of doing contoured z's, much less do so in MS-Paint, but FWIW here's the work sheet I use for it. Because of its size, I'm posting only a small thumbnail PNG, and the whole BMP as a zip file.

It has two standard g256-shade gradients, ne at the correct angle for walls, the other horizontal for surfaces and other pieces. To use, measure along the bottom or edge to find the base point, clip that out to a open area, and mask it with the outline the object or part you're working on. Or, if you prefer you can mask directly out of the bases, but just remember to "Copy" then "undo" before you do anything else, or you'll quickly discover why I keep multiple copies in several places <g>.

For floors and other flat surface, I take the relevant section out and strecth it 133% vertical, mask with a 200% stretched outline, then reduce to 50% to get the correct 3 shades per two pixels. You can just reduce from the original at 67% as well, but that tends to be a bit less accurate and sometimes loses the edge markers that I line up on.



z-work.png
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Thumbnail only - do not use this!
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z-work.png



z-work.zip
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Full BMP file. This is big. It takes up almost my entire desktop in 1280x960, but it _will_ fit in paint without scrolling at 1x zoom, though obviously not at 4x. In PSP I have no idea.

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Candall
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Joined: 24 Dec 2008
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PostPosted: Mon Mar 30, 2009 4:22 pm    Post subject: Reply with quote

Hiya, everybody. I thought I'd share a template file that I just put together in Blender so that I wouldn't have to re-set a bunch of values every time I made graphics for The Sims.

With just one press of a button (F12 for rendering), you can save three images (pixel, alpha, z). The result requires a bit of tweaking, but here's the before:



And after a splash of yellow paint to the p channel and a bit of value level adjustment to the z buffer:




template.zip
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