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Post by Dominic on Oct 1, 2010 5:43:51 GMT -9
I don't know whether anyone here works with it, but how do I achieve that my model is of a certain size? I don't know whether assuming that a value of 300 translates into 1" when pinted at 300 dpi...
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Post by mruseless on Oct 1, 2010 7:13:20 GMT -9
I'm new to making mini's, and I had the same question. Right now I'm focused on learning GIMP and Inkscape, and there is a lot to learn. But soon I'm going to need to print at the proper scale.
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Post by Sirrob01 on Oct 1, 2010 12:28:57 GMT -9
I haven't used metasequioa, but I know when drawing meshes in sketchup the scale is of no importance but the relative size of components on the mesh/object is very important. You basically do a test build in white if it's to big/small you up or downscale the whole model. once your happy with size un-textured then texture the model .
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Post by Parduz on Oct 1, 2010 14:43:53 GMT -9
I don't know whether anyone here works with it, but how do I achieve that my model is of a certain size? I don't know whether assuming that a value of 300 translates into 1" when pinted at 300 dpi... If i've right understood your question, you're asking how to know what dimension, in pixels, have to have a bitmap when printed at 300dpi to obtain a certain size on the paper. My best solution is maybe a bit absurd, but it works for me (even if i don't make miniatures). Download Irfanview and install it (it's a free image viewer). Make a simple bitmap (even empty) with paint or whatever, save it and open it with Irfanview. Press "I": irfanview will show the image property, and allow you to set the DPI: set it to 300 and press the Change button. IV now will show the new printed size. To change it, exit from the property window and press Ctrl+R: now you can change the image dimensions in inches, mm or pizels. Save the resized image and now that bitmap is the boundaries of your desired size.
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Post by Dominic on Oct 1, 2010 22:43:35 GMT -9
Parduz: that's helpful, but my problem is with Metasequoia, namely how I can know how large a particular 3D-body will be once unfolded and printes. It seems that the only unit Metasequoia uses are some kind of dots or pixels... It would be nice to be able to translate the meassurement directly - maybe I just need to do a few basic testbuilds, not models but simple shapes with defined values, to meassure them on paper...
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Post by Parduz on Oct 2, 2010 0:05:21 GMT -9
Understood now. I don't know Metasequoia, but i'd try with mapping. If it is possible to map faces (or to texturing a material and assign it to faces) i'd take a "measured" bitmap (the one you sized with IrfanView) and i'll apply to the faces that, when unfolded, are adjacent, taking care to not scale the bitmap, but resizing the whole model to match the texturing. I'll try to make an example: Suppose you're modelling a crate (a cube ) that will have to stay on a A4 sheet, i'll draw the texturing bitmap first (a developed cube with a sort of grid to use as a reference) correctly sized at 300dpi. Then i'll apply it to the model faces, moving the UV map so each face of the mesh has the correct part of the bitmap, resizing and adjusting the mesh until the map covers exactly the face. Pant...
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Post by Dominic on Oct 2, 2010 1:16:32 GMT -9
That's a great idea! I'll try that and let you know what I find.
Edit: I mailed the programmer, and he told me that there are no units as such in Meta, the program uses numbers, and depending on which program something is being imported to it might read a 1 as 1 inch or 1 mm or... who knows. So the method of using measured textures won't work - besides, you can scale them, too.
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