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Old 14th October 2007, 09:28 PM   #1
3D_Beginner
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Exclamation Q's

1. How do you fill in a 2D hollow box?

2. Is there a detailed tutorial on curving objects?

3. When a model is rendered, is that the programming code that comes up?
(If so, what language?)

4. Is there a site that provides commercial quality textures for free?

4b. With the textures, is there any rules about selling the textures? (With my models)

Thanks for answering any/all of my Q's
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Old 16th October 2007, 04:21 PM   #2
lisa
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Default Re: Q's

Quote:
Originally Posted by 3D_Beginner View Post
1. How do you fill in a 2D hollow box?
Could you please clarify what you are trying to do?

If you've created a box out of lines, you can change it to a solid shape by changing the surface type from "line" to "poly". You'll find the button just above the materials palette in the lower left corner.

Quote:
Originally Posted by 3D_Beginner View Post
2. Is there a detailed tutorial on curving objects?
There's a pretty good video on how to use subdivision surfaces here:
http://www.inivis.com/playmovie.php?...orials/car.mov

Another, using subd to turn a cube into a pear:
http://youtube.com/watch?v=Y8RC5aJuWks

Quote:
Originally Posted by 3D_Beginner View Post
3. When a model is rendered, is that the programming code that comes up?
(If so, what language?)
I believe AC3D uses POV-Ray as the default renderer, although you can configure other renderers.

What you are seeing is the model in POV-Ray's scene description language. It's not really programming code per se, it's a description of what points are where, and where the lights and cameras are. There's an explanation of how to write a POV-Ray scene in the POV documentation.

Quote:
Originally Posted by 3D_Beginner View Post
4. Is there a site that provides commercial quality textures for free?
Yes and no.

Mayang's free textures has a lot of very nice, high-resolution textures you can download for free:
http://mayang.com/textures/

That said, most commercial-quality models use textures that are specific to that model. Meaning, it might start with something generic like rock, but the artist will add shadows and wear patterns and all kinds of other little details that are specific to the exact shape of model itself. Most commercial models don't use the types of generic textures you find in libraries on them, although they may use them as a starting point.

Quote:
Originally Posted by 3D_Beginner View Post
4b. With the textures, is there any rules about selling the textures? (With my models)
It depends on the texture library, but a lot have provisions for selling models as long as you aren't just selling the textures. You'd have to ask Mayang for details.

Depending on what file format you sell your models in, you could also use procedural textures. (Mathematically-derived materials.) They're smaller to download, and then you don't have to paint anything.
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