Two suggestions for Mecabricks workshop/parts
NGCHunter2 a commencé cette discussion dans Suggestions and Ideas

I´m not used to the Mecabricks workshop yet so I´m using LDD and import my model then to Mecabricks. I know the problem that Mecabricks has parts that LDD doesn´t, and that LDD has parts that Mecabricks doesn´t, so it would be nice to have some sort of "missing parts message" that tells you "XX parts aren´t in library yet" to see if the model is complete or not.

And for my second suggestion I have to complain about the parts. I received some cruelly artifacts in Blender because many (maybe all?) Mecabricks parts works with single faces, so they don´t use the same vertices/edges, which makes it
a) extremely hard to unwrap a part for using own bump maps/textures and
b) almost impossible to work with in Blender.
I know that I can use the "remove doubles" function in Blender, but I don´t want to do so for every part in my scene! (Think of a model with ~150 parts 😮)
Besides every parts consist of triangles, and the first rule in Blender is: Don´t use triangles! They effect strange artifacts and are bad when it comes to editing.

So, enoug complaining, I just wish that my thoughts will be reviewed and maybe implemented some day.

2 réponses · Page 1 sur 1
Avatar de Scrubs
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Hello,

You first suggestion is already existing. Open your browser console and you will get a log including what you were mentioning.

For the second one, I kinda understand what you mean but I don't agree with it. Look at all the renders posted on Mecabricks. It looks like it is working great! To create sharp edge for low(-ish) poly in 3D, you HAVE TO detach the vertices. This is what Blender is doing in the background anyway when you use the modifiers. There is no other way. Otherwise, the shader smooths everything which is connected and all your sharp angles disappear. I am not modeling "subdividable" parts in Mecabricks for a reason - Your computer would die with just a handful of pieces in the workshop. Besides, it is perfectly possible to work in Blender with the geometry exported. I do. Have a look in the subdivision script of my template to get an idea of how you could do.

"Don't use triangles".... I definitely don't agree with this. It all depends what you intend to do with your model. Even if your software is displaying quads or n-gons, in the background, it is only handling triangles I believe.

@Scrubs

Sorry, missed the first one... like I said, I´m not used to the Workshop yet. 😕

Okay, I get your point. It´s just a mess when making own UV maps or things like this. 😃

For the last one, yes, Blender automatically makes tris out of everything, that´s why you have a tris counter at the top, but the developers recommend you not to use them in a model because quads are beter when it comes to subdivision (especially because of the edge loops functions are missing).

But thanks for reading through! And keep up the good work, you overtook all other LEGO® 3D Softwares in a little while! 😉

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