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000185_jgross@netcom.com_Wed Nov 23 08:19:51 PST 1994.msg
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Article: 187 of comp.graphics.packages.lightwave
Xref: netcom.com comp.graphics.packages.lightwave:187
Newsgroups: comp.graphics.packages.lightwave
Path: netcom.com!jgross
From: jgross@netcom.com (John Gross)
Subject: Re: Stupid stuff in LWPro
Message-ID: <jgrossCzpACs.93K@netcom.com>
Organization: NETCOM On-line Communication Services (408 261-4700 guest)
X-Newsreader: TIN [version 1.2 PL1]
References: <199411171817.KAA21542@netcom8.netcom.com> <Pine.SUN.3.91.941122002903.20328C-100000@noel.pd.org>
Date: Wed, 23 Nov 1994 03:14:52 GMT
Lines: 55
Matt Perry (illogic@noel.pd.org) wrote:
: > : Although it sometimes has its stupid articles like the editor
: > : bitching and whining about some people not modeling objects to scale
: > : because he's too lazy to click on the scale gadget, and trying to
: > : determine what the correct size should be for modeling a logo (like it
: > : matters), there are a LOT of really good articles on using modeler to
: > : it's fullest potential, real world effects (like fire and smoke),
: > : writting custom macros, etc.
: >
John Gross responded
: > Hmmm, I think just the opposite - I hate it when people are too lazy or
: > not professional enough to model their objects to scale. If you have used
: > LW for a while you realize that not modeling to scale can be a detriment,
: > and there is absolutely no reason why objects can't be modeled correctly
: > in the first place.
To which Matt replied
: I'm not saying I disagree with you, I just think it's incredibly
: inappropriate for a magazine such as LWPro. People reading LWPro so that
: they can get more out of Lightwave should already know (and most already
: do know) about modeling objects to scale. Modeling objects to scale is a
: beginner tip, and articles about it belong more in VTU and Amiga World
: than in a publication that tries to speak to the professional, seasoned
: animator such as LWPro.
: Also, trying to set a standard size for logos is quite bizarre as
: well. Sure there is always the "one client wants the same animation but
: with their logo inplace of someone elses" situation, but it's not going
: to work if you have radically different logos. For example, if you have
: a logo anim for TRW and then need to make the same thing for HealthDyne,
: the HealthDyne logo is going to be cut off on the sides if you just
: replace the object; You are going to have to, God forbid, resize the object
: and make it smaller.
Actually, there are a large number of professionals who do not model to
scale. The original shipping version of Motion Man/Humanoid was about
100 meters tall! Also, I know many professionals who do not model to
scale and do not even model in the right direction! (Making setting up
motion paths difficult)
As far as logos go, I wasn't stating that logos should be 1 meter tall, I
was stating that that is a godd starting point for figuring out textures.
There are many times when a extra large logo is needed (for reflection
mapping for instance).
BTW, the vast majority of LWPRO readers are not LightWave experts, but
we're trying to make them all into pros!
JGross
editor, LWPRO