#Logo creation???
20 messages in this thread
Perhaps someone out there can help me please? :^)
I'm trying to re-do a logo that was done on a Mac in EI, and I'm having
some problems.
I've stripped the logo down to where its just a set of points, but when I
try to make this set of points into a polygon it doesn't seem to be
faceing any direction. So when I try to bevel it just don't work :^(
This is a very complex set of points (approx 200) and I'm trying to select
them in order. I seem to be able to create a nice polygon, but it doesn't
seem to be facing any direction. Whats the problem ?
Thanks for any help…..
….John
Sorry,
I forgot to say I am using LW 3.0 s/w.
Thanks again, Please….
….John
Polygons don't have a direction when they're not flat, try either tripling
the whole thing or setting the value of all the points to be in the plane
(assuming the poly is aligned with a real easy plane like x,y or z).
I think you may be onto something. I managed to create the faces correctly
(kinda) including the surface normals. First I selected the points counter
clockwise, created poly with the <p> key. Then what apperently helped was
<merge>points. At that point I got a surface normal.
But now when I try to bevel the surface all I get is a bevel with a bunch
of rays shooting out. This is my next problem. Any help ???
How do I make sure the points are all aligned on the same plane?
….John
Try selecting all the points, then using the 'Set Val' option (I believe)
to set the X or Y or Z values of each point to the same value. What value
and which axis you use depend on your points. If they are not aligned on
one of these planes, god help you. ( or do a clever series of rotations,
or write a macro…)
Arnie,
Thanks for the help. Set Val would align the points to a specific plane,
that isn't the problem now.
I got the face of the polygons to apperantly be created with normals. But
when I try to bevel the polygon itcomes out with a bevel, but it also has
these wierd ray type polygons that shoot out randomly. Any I deas what the
problem is ?
Thanks again
….John
hmmm… you should probably ask some of the gurus in AMIGAVEN/newtek
forum. Do you have al your points merged?
Arnie,
I'm having some problems with the RGB2FREXX macro. I'm trying to convert
Morph+ images to framestores but can't get it to work. I've opened up a she,
entered ToasterPaint, Cnt N to get back to the shell, RX RGB2FS.REXX
DH0:RGBIMAGES\filename 1 90. This gets me a brief disk access and back to the
shell prompt. I'm trying to convert the files named file.00001 through
file.00090 converted. Any help with the syntax here?
Thanks, Jim
That thing doesn't work very well due to bugs in TPaint's file requester
stuff. Try loading the images as a background sequence, then rendering
the scene to framestores.
Arnie,
Many thanks for the suggestion. Once again, that knowledge was on the
"Available" list, but ignored by my feeble mind. The crazy thing was that in
the past I HAD gotten the RGB2FS.rexx command to work. Maybe that was with
the 3.0 software and now doesn't work with the 3.1? Anyhow, thanks again.
Later, Jim
It always worked for me too, when I wrote it, but the problem seems to be
in loading and saving from different directories.
LightWave doesn't care if polygons are not planar. It calculates the normal the
same way for any triangle or better. In fact, it's quite common to see people
using non-planar polygons in LW as "fillets" to take the hard edge off seams
and gaps. Of course, once you start getting *very* non-planar, the polygon
doesn't render very well.
On a related topic, the choice of points for the first, second and last points
on a polygon can make a big difference in shading. Calculating normals at each
corner of a polygon can result in differences at the "thousandths" level of
floating point, which can make a difference in the color of resulting pixels.
Is it a Postscript Logo???? EI???? Electric Image?
Once you get it into LW try saving it out then using ICP + on it to get it
to apply faces to both inner and outer. or try flipping faces in LW
modeler
Thanks for the suggestion Peter,
This is a pretty straight forward extruded, beveled logo created with
Electric Image on a Mac. Its not PS, we saved it out as LW format.
This logo read in mostly fine into LW, but I thoght it might be better and
render faster if I rebuilt it in Modeler. I stripped the logo down to just
ponits of themain face, so I could make the front face one polygon. When I
try to select a set of points then make them into a poly, somehow the
normal for the face is'nt being made correctly.
I tried puting the problem polys through ICP, it said the object was
corrupt. wouldn't load. Part of the problem is there is no faces to flop
:^(
The question is as simple as this,
How do you select a series of points and then make them into a polygon
for extruding and beveling.
I've nearly tried everything, hope someone can help.
….John
Ewww sounds like a REAL PICKLE to me. Sorry I'm not all that proficient
with LW to know how to select points to make faces. Good Luck hopefully
someone will be able to help ye.
I'm not sure I can tell what's wrong… my first guess is that you're dealing
with an "edges-only" object. Can you tell me more about what you're trying to
do?
John,
Thanks for the help.
I got a logo object from work and I'm try to re-build it in LW modeler.
I stripped it down to the main polygons that made up the main faces.
Then I cut the points and pasted them into another layer. Then I managed
to select the points CCW and created a polygon from them. After merging
the points I got a polygon with a correct normal (apperantly). When I try
to bevel these polygons I get a bunch of ray type polygons shooting out
from the object, it does bevel also though.
Parts of this logo are very simple, other parts consist of many points.
I'm not having any luck getting any of the points to bevel properly.
Perhaps I can E-mail you somthing that will help you solve my problem.
Any help is much appreciated.
….John
Be sure that you aren't using nearly co-linear points for the first, second and
last points. LightWave uses those three points and the vectors they describe
in order to calculate the outward normal vector. Co-linear points result in
ambiguous normals. If the logo outline is super-smooth, you should pick a sharp
corner somewhere to start the polygon.
I'm not exactly sure what you mean by co-linear points, Could you please
explain.
Parts of the logo are Super smooth, the logo consists of many highly
curved portions. I'm trying to make single polygons that are made up of
many points (perhaps as many as a couple hundred per polygon. Is this to
many points for a single polygon?
….John
Older versions of LW had a "recommended" limit of 250 points per polygon.
Newer versions (I think 3.0 and beyond) have unlimited number of points per
polygon, I think.
By "co-linear," I mean that any two adjacent edge segments along the polygon
are in a straight line… there's no way to get an outward normal from those
vectors. You need a non-180-degree angle between the edges.