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XSI Mod Tool - Smooth Edges of Imported Object? | Locked | |
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Sep 6 2009 Anchor | ||
Here's my problem. I know that by default the rounded edged are smoothed when created IN XSI, so should I go about creating the more complex objects in XSI instead of Sketchup? I find Sketchup quite easy, and I love that I have really good control over measurements. Will I have to sacrifice this control if I use XSI instead? Maybe you can point me to tutorials or give me some tips on how to accurately measure things out in XSI. Thanks. |
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Sep 6 2009 Anchor | |
I can think of a few options, but they would depend more on what is happening to the model during the import (as I can't see why it would change the smoothing or subdivide the mesh). Could you either send an example model, or post screenshots of the model in shaded view and wireframe (selected).
From Valve's Wiki:
That said, Half Life 2 seems to use the following dimensions in game: 1.Maps, architecture and prop models use a scale of 1 foot = 16 units. Map Grid Imperial Metric 1 = 0.75" = 0.01905 (more dimensions here: Developer.valvesoftware.com) So if you want a static prop to be 23 feet tall, you would make it 368 units tall in Softimage. Here's a video for measuring HL2 props with Mod Tool. Edited by: Cryrid |
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Sep 8 2009 Anchor | ||
Alright, Here is what it looks like in XSI. After importing my whole house into XSI, I notice that certain objects are a bit lopsided, namely the pillar. Ugh. |
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Sep 8 2009 Anchor | |
The Sketchup cylinder had its faces disconnected somewhere during the export/import (the aqua-ish colored edges on a selected object in wireframe view means that the edge is open/not connected). Usually this is done to create smoothing groups (its an old way to force a hard-edge), but I'm not sure why this would happen if the cylinder originally had one smoothing group and was smooth before being exported. It can be fixed with a few simple steps: Edited by: Cryrid |
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Sep 9 2009 Anchor | ||
Thank you for that anchor! It worked. I can import the objects into Hammer and they look like I modeled them to be. |
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