shinyary2 opened this issue on May 07, 2005 ยท 10 posts
shinyary2 posted Sat, 07 May 2005 at 12:54 AM

shinyary2 posted Sat, 07 May 2005 at 12:59 AM

AgentSmith posted Sat, 07 May 2005 at 1:11 AM
Attached Link: Gear Trinity

All you can do is try to hide it with the angle of the camera, or with textures. The same is true of terrains and lattices in Vue.
AgentSmith
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EngleWolf posted Sat, 07 May 2005 at 6:38 AM
I thought frogdot had an idea or a solution to this a couple years ago... could be wrong though. Maybe if he sees this thread maybe explain a little... like I said though, I could be wrong. Joe
Jaymonjay posted Sat, 07 May 2005 at 7:54 AM
When I don't want seams, I export the lattice to Wings, select the edge loop along the seam, and push the verts into place.
AgentSmith posted Sat, 07 May 2005 at 10:35 AM
That must bring Wings to its knees to import such a big poly mesh! AS
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TheBryster posted Sat, 07 May 2005 at 11:13 AM
I think AS's problem could have been solved by using Gear Maker....
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shinyary2 posted Sat, 07 May 2005 at 11:16 AM
Jay, that sounds like a good idea. I was about to just leave Bryce competely and model everything in Wings, except when I needed to model something with primitives (as I believe Bryce is very good for this). This would also have the added bonus of not having Bryce save those large bump maps both when I save the file (I have a slow harddrive), and when I render the final pic. At least I think Bryce saves it. Instead it will just save the object; I think this should be faster? Thanks and hope Frogdot does have a way around this.
AgentSmith posted Sat, 07 May 2005 at 11:19 AM
That was one sent to me from Incarnadine (16-bit tif). ;o) AS
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AgentSmith posted Sun, 08 May 2005 at 4:21 AM
Yeah, any images in Bryce are used uncompressed. So, a .jpg used for a bump map will turn into the size of a .bmp inside of Bryce. It's usually best to try to use a seamless/tile-able image for texture & bump maps, that way you can just scale them up, to increase the texture density, instead of having to use giant images. I usually try to just use 512x512 for maps like that. (texture, bump, diffusion, etc) Sometimes it just has to be bigger, though. AS
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