Sometimes when adding things like the Building roof, I try to change the size (width, height, length), only to find it snapping it back to its original dimensions, or worse, placing it at odd places. (This is on the 2.0 Preview)
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I think I may have misunderstood the original request, not to reveal a model that's onesided, but to have decorations for the internal of a model..
But, to answer. What I really like is that Keith already took care of that with all sorts of little wooden beams and such for his Modular village, so that an AssetForger (yes, I'm coining that as a term now) could easily add baseboards, half wall panels even articulate walls inside. He can even use some of those panels for other things like wall bookshelves and more. Scaling, rotating and moving the various blocks to fit certain ideas can really make the blocks sizzle, without a huge Poly boost.
however, with that being said, most 3d editors allow you to make most models 2-sided, and with the way his models are set up, its quite easy to create (OR... flip the faces and double your obj or FBX, with one texture set for the outward facing, and 1 texture set for the inward facing.
well, there's a few ways to kind of do it, like if you have LithUnwrap - choose each material group, and then move those UV maps to specific corners of a single UV map. ANOTHER method would be to import your OBJ, and then use Texture Atlas to bring all the textures down into one UV map. It won't be pretty but it WILL be one image for multiple materials. Plus this will help you later when converting to a single FBX mesh that uses just one texture as well.
So, my work in re-painting these guys for my RPG game in Smile Game Builder seems to be coming along quite well. Using AssetForge, these little assets allow weeks of modelling to be converted to days.
however, by creating a tileset of your favorite textures, a little patience, and some artistic talents, the items are low-poly enough that you can either bring them into Sketchup and paint the texture onto the items using the different pieces of your single tilemap, or do as I did and bring the item over into 3d-paint, and PAINT a texture onto it.
I sort of agree AND disagree.... I agree in the fact that you can't just take a figure and throw it in your favorite modeler. However. I DO believe that the base OBJ, once imported into something like Daz, exported back out as FBX and back in, CAN be weight mapped, texture atlased, and have the Genesis rig applied to it.
Also, if someone just wants to create body PARTS, and group them as objects themselves, they could then be attached in a heirarchy in Daz or 3ds Max and made to make one of those multi-part object (sort of like old FF& or Neverwinter Nights...)
well, you sort of CAN... There are primitive shapes that are humanoid shapes... Install them as OBJ files with their own .mtl file, and create a character in a t-pose, save the whole character as a merged .obj file and upload directly to Mixamo from there. All you have to do is envision it, have the pieces for it, and you can build it.
When people say "Play my game and tell me what you think!" I usually yawn, try it out for a few minutes, and then delete the game. This was NOT the case... I was entranced from the start, I loved the ambience of the the first level and the village, and loved the characters... I could tell that a lot of work went into the tiniest of details, like... did you see the blob breathing? The grass was animated? Who takes time to animate 2d grass? I also loved the aggro effect from some of the enemies, as well as the definite immersion.
Grind was a tiny bit repetitive... I WOULD have liked to see a few other starter monsters, like... say a flying bug of some sort, and maybe more varied loot from the start. However, I'm pretty sure that the author would have had a hundred different critters running around if he had more time.
I also liked the fixed camera outside, rotating camera inside idea... that worked out well, as when you rotate outside, sometimes you lose your sense of direction with the different repetative landforms , whereas the well-placed 'landmarks' insidethe indoors maps helped guide to the different areas indoors regardless of angle.
* Was not laggy at all for me with my HP with AMD E-1, 4GB RAM
* Multi-resolution at start, can definitely aid the low-spec people
* Enough enemies to fight, without crowding the map
*Enough people to talk to in towns without coming off as too much or too little
I second this need. would be nice if thumbnails automatically go to an extents instead of just the two by two... Only other alternative is to shrink the obj, and then hopefully remember to make it bigger again later.
Strangely enough... these pieces ALSO go good as architecture elements for the fantasy/medieval crowd... imagine if you will the wings upright and sticking out of some gnarly temple pillars as nasty blades. Or even the torus(es) as the boundary of circular and oval pools or fountains. This set is more powerful than even I thought of at first.
When merging an OBJ, does Asset Forge intuitively break up blocks and hide/kill any part of a model that's hidden? for instance say I want a cliff model with a rock jutting out of it, I recess the rock into the cliff, and then save as an OBJ, merged... Is the other half of the model still submerged inside the other model or is it still there. Secondly, if it IS still there, is a new seam created on that rock, one that can have polygons and such erased with a geometry editor in say Daz, Blender or the like?
Hello, hello. I'm JayRay, new to the community, just purshased AssetForge, and WAS a little dismayed by the inability to add custom textures, UNTIL I found a way to ensure my obj files and MTL files DID make the cut into the AssetForge with the Kenney Guide "Creating custom blocks"
However, I noted some times that my textures, no matter how I set them would be offset. This guide on wikipedia shows ALL the specs on how to offset those textures.