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<title>Forum - Competitions, Events &amp; News - Coming to soon to the Muvizu store - Messages</title>
<link>http://www.muvizu.com/Forum/topic6028-coming-to-soon-to-the-muvizu-store.aspx</link>
<description>Forum - Competitions, Events &amp; News - Coming to soon to the Muvizu store - Messages</description>
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<pubDate>Mon, 21 Nov 2016 14:13:59 GMT</pubDate>
<lastBuildDate>Mon, 21 Nov 2016 14:13:59 GMT</lastBuildDate>
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<link>http://www.muvizu.com/Forum/topic6028-coming-to-soon-to-the-muvizu-store.aspx</link>
<title>Message from Wabby</title>
<description><![CDATA[Hello, I introduce you a new serie of assets for your interior spaceship scenes <img src="images/smilies/1cool.gif" border="0" alt="Cool" /> <br/>  <br/> <a href="http://muvizu.com/Set/48227/Modular-spaceship-corridors" target="_blank" rel="nofollow">The Modular spaceship corridors</a> and <a href="http://muvizu.com/Set/48226/Spaceship-elevator" target="_blank" rel="nofollow">the spaceship elevator</a> (a free sample of this new serie). More assets to come to complete these two first assets... <br/>  <br/> <a href="http://muvizu.com/Gallery/Download.ashx?id=48227&uploadtype=0&assettype=24&userid=24893" target="_blank"><img src="http://muvizu.com/Gallery/Download.ashx?id=48227&uploadtype=0&assettype=24&userid=24893" border="0"></a> <br/>  <br/> <a href="http://muvizu.com/Gallery/Download.ashx?id=48226&uploadtype=0&assettype=24&userid=24893" target="_blank"><img src="http://muvizu.com/Gallery/Download.ashx?id=48226&uploadtype=0&assettype=24&userid=24893" border="0"></a> <br/>  <br/> <div class="iframe-wrapper"><iframe src="https://www.youtube.com/embed/dw_1cfEUcKg?rel=0" frameborder="0" allowfullscreen></iframe></div>]]></description>
<pubDate>Mon, 21 Nov 2016 14:13:59 GMT</pubDate>
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<title>Message from Speedking5</title>
<description><![CDATA[uploading a Ready to rumble Boxing and wrestling Ring.  <br/>  <br/> <a href="http://i1196.photobucket.com/albums/aa409/speedking5/rumbleeee_zpsdknneycs.png" target="_blank"><img src="http://i1196.photobucket.com/albums/aa409/speedking5/rumbleeee_zpsdknneycs.png" border="0"></a>]]></description>
<pubDate>Thu, 17 Nov 2016 22:48:26 GMT</pubDate>
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<title>Message from tonyob67</title>
<description><![CDATA[<b>drewi</b> wrote:<br/><div class='quote'>Cheers Ikes... <br/> Tony, see Ikes solution above.<img src="images/smilies/wink.gif" border=0 /> </div> <br/>  <br/>  <br/>  <br/> OK...I will try that...Thank you<img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Mon, 14 Nov 2016 20:38:50 GMT</pubDate>
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<title>Message from primaveranz</title>
<description><![CDATA[<b>ikes</b> wrote:<br/><div class='quote'> <br/>  <br/> Hi, <br/>  <br/> I think you mean this link. <br/>  <br/> <a href="http://muvizu.com/forum/topic5972-transparent-materials-in-fbx-files.aspx" target="_blank" rel="nofollow">http://muvizu.com/forum/topic5972-transparent-materials-in-fbx-files.aspx</a> <br/>  <br/> -Ikes- </div> <br/>  <br/> Thanks Ikes. I hope the new Voxelise modelling software Digimania have just announced will make life easier <img src="images/smilies/wink.gif" border=0 />]]></description>
<pubDate>Mon, 14 Nov 2016 19:46:41 GMT</pubDate>
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<title>Message from Rodrisilva</title>
<description><![CDATA[Guys, from now you can use transparent backdrops too without the unwanted black.]]></description>
<pubDate>Mon, 14 Nov 2016 18:08:04 GMT</pubDate>
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<title>Message from Rodrisilva</title>
<description><![CDATA[<b>tonyob67</b> wrote:<br/><div class='quote'><b>drewi</b> wrote:<br/><div class='quote'><a href="http://i68.tinypic.com/2u9ssva.png" target="_blank"><img src="http://i68.tinypic.com/2u9ssva.png" border="0"></a> <br/>  <br/> hi rod .....I'm getting this black area on my beach ...could be an oil spill.Any one else?....do i have to adjust anything to get rid of it? </div> <br/>  <br/>  <br/> The same happens to me...<img src="images/smilies/upset.gif" border=0 /> </div> <br/>  <br/>  <br/> Sorry my friends  <br/>  <br/> I never remember that Muvizu issue. In every version I always update xml file without thinking on consequences. <br/> Anyway, changing it is very simple.... MuvizuGame\Config\DefaultGame.ini  <br/> <b>Hope you'll get it</b>]]></description>
<pubDate>Mon, 14 Nov 2016 18:00:14 GMT</pubDate>
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<title>Message from drewi</title>
<description><![CDATA[Cheers Ikes... <br/> Tony, see Ikes solution above.<img src="images/smilies/wink.gif" border=0 />]]></description>
<pubDate>Mon, 14 Nov 2016 17:43:05 GMT</pubDate>
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<title>Message from tonyob67</title>
<description><![CDATA[<b>drewi</b> wrote:<br/><div class='quote'><a href="http://i68.tinypic.com/2u9ssva.png" target="_blank"><img src="http://i68.tinypic.com/2u9ssva.png" border="0"></a> <br/>  <br/> hi rod .....I'm getting this black area on my beach ...could be an oil spill.Any one else?....do i have to adjust anything to get rid of it? </div> <br/>  <br/>  <br/> The same happens to me...<img src="images/smilies/upset.gif" border=0 />]]></description>
<pubDate>Mon, 14 Nov 2016 17:13:29 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[<b>ikes</b> wrote:<br/><div class='quote'><b>drewi</b> wrote:<br/><div class='quote'> <br/>  <br/> hi rod .....I'm getting this black area on my beach ...could be an oil spill.Any one else?....do i have to adjust anything to get rid of it? </div> <br/>  <br/> Hi Drewi, <br/>  <br/> This has to do with a setting in the ini file under: ...\MuvizuGame\Config\DefaultGame.ini <br/>  <br/> change m_bStripVideoAlpha from true to false, that should do it. </div> <br/>  <br/> it may be worth mentioning that this same edit needs to be made after every new release, so you might want to make a note somewhere. Better yet, it would be cool if Muvizu made this setting the default so our edit doesn't get overwritten by the current default]]></description>
<pubDate>Mon, 14 Nov 2016 16:38:55 GMT</pubDate>
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<title>Message from tonyob67</title>
<description><![CDATA[<b>Rocque</b> wrote:<br/><div class='quote'>I luv de island mon!  Many tanks for dees, it is da kine primo mo betta. <br/> I open a pineapple in your honor. <br/>  <br/> Translation:  Excellent island and water.  I want to live there. </div> <br/>  <br/>  <br/>  <br/> Hahaha That looks like my writing style <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Mon, 14 Nov 2016 16:38:40 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<b>PatMarrNC</b> wrote:<br/><div class='quote'><div class='quote'> I have never found a solution to the problem that an imported FBX does not allow me to choose a texture but only a colour  </div> <br/>  <br/> In my experiments, Muvizu only lets you choose a texture if the original material was applied from a file (not from a color table) <br/>  <br/> To make this easier on myself, in my C:\UT3\ directory where the toto.bmp file is stored I also put a file for a lot of other commonly used colors (same 256x256 size). <br/> C:\ut3\red.jpg <br/> C:\ut3\blue.jpg <br/> C:\ut3\green.jpg <br/> C:\ut3\yellow.jpg <br/> C:\ut3\cyan.jpg <br/> C:\ut3\grey.jpg <br/> C:\ut3\white.jpg <br/> C:\ut3\black.jpg etc etc <br/>  <br/> Then when I make my models, I always select colors stored in C:\UT3... because they force the inclusion of a filepath, Muvizu considers it to be a texture, and will therefore let you replace it with another texture later. <br/>  <br/> -------update------- <br/>  <br/> another way to see if you will be able to pick a texture later is by looking at your material file before you create the FBX. (The material file is the .MTL file that accompanies the OBJ file) <br/>  <br/> Here are two material definitions. The first one will NOT let you select a texture, but the second one will... and the reason is because the second material has a file name, while the first material is defined by RGB values <br/>  <br/> newmtl blue  <br/> Ka 0.8 0.8 0.8  <br/> Kd 0 0 1  <br/> Ks 0 0 0  <br/> Ns 64 &lt;--- lack of a filename means this material can only be replaced by a color  <br/>  <br/> newmtl banjo  <br/> Ka 0.611765 0.611765 0.611765  <br/> Kd 1 1 1  <br/> Ks 1 1 1  <br/> Ns 0  <br/> map_Kd /home/pat/Pictures/BANJO.png &lt;--- filename is what tells Muvizu this is a texture <br/>  <br/> ----------------------------------- <br/> edited by PatMarrNC on 14/11/2016 </div> <br/>  <br/>  <br/> If you have a copy of 3dexchange from reallussion you can set all this there and export it and it will work inside muvizu perfectly.  You dont need to mess with the files.    <br/>  <br/> You can also do most of this work inside blender.  <br/>  <br/> This info is inside the wiki.   <br/>  <br/> <a href="http://muvizu.com/Wiki/wiki/125" target="_blank" rel="nofollow">http://muvizu.com/Wiki/wiki/125</a> <br/>  <br/>  <br/> This site also has the tools you need <a href="https://clara.io/" target="_blank" rel="nofollow">https://clara.io/</a> <br/> <em>edited by urbanlamb on 14/11/2016</em>]]></description>
<pubDate>Mon, 14 Nov 2016 16:09:00 GMT</pubDate>
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<title>Message from ikes</title>
<description><![CDATA[<b>drewi</b> wrote:<br/><div class='quote'> <br/>  <br/> hi rod .....I'm getting this black area on my beach ...could be an oil spill.Any one else?....do i have to adjust anything to get rid of it? </div> <br/>  <br/> Hi Drewi, <br/>  <br/> This has to do with a setting in the ini file under: ...\MuvizuGame\Config\DefaultGame.ini <br/>  <br/> change m_bStripVideoAlpha from true to false, that should do it.]]></description>
<pubDate>Mon, 14 Nov 2016 15:58:49 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[<div class='quote'> I have never found a solution to the problem that an imported FBX does not allow me to choose a <u>texture </u>but only a <u>colour </u>  </div> <br/>  <br/> In my experiments, Muvizu only lets you choose a texture <u>if the original material was applied from a file</u> (not from a color table) <br/>  <br/> To make this easier on myself, in my C:\UT3\ directory where the toto.bmp file is stored I also put a file for a lot of other commonly used colors (same 256x256 size). <br/> C:\ut3\red.jpg <br/> C:\ut3\blue.jpg <br/> C:\ut3\green.jpg <br/> C:\ut3\yellow.jpg <br/> C:\ut3\cyan.jpg <br/> C:\ut3\grey.jpg <br/> C:\ut3\white.jpg <br/> C:\ut3\black.jpg etc etc <br/>  <br/>  Then when I make my models, I always select colors stored in C:\UT3... because they force the inclusion of a filepath, Muvizu considers it to be a texture, and will therefore let you replace it with another texture later. <br/>  <br/> -------update------- <br/>  <br/> another way to see if you will be able to pick a texture later is by looking at your material file before you create the FBX. (The material file is the .MTL file that accompanies the OBJ file) <br/>  <br/> Here are two material definitions. The first one will NOT let you select a texture, but the second one will... and the reason is because the second material has a file name, while the first material is defined by RGB values <br/>  <br/> newmtl blue   <br/>  Ka 0.8 0.8 0.8   <br/>  Kd 0 0 1   <br/>  Ks 0 0 0   <br/>  Ns 64        &lt;--- lack of a filename means this material can only be replaced by a color  <br/>    <br/>  newmtl banjo   <br/>  Ka 0.611765 0.611765 0.611765   <br/>  Kd 1 1 1   <br/>  Ks 1 1 1   <br/>  Ns 0   <br/>  map_Kd /home/pat/Pictures/BANJO.png     &lt;--- filename is what tells Muvizu this is a texture <br/>  <br/>  <br/> ----------------------------------- <br/> <em>edited by PatMarrNC on 14/11/2016</em>]]></description>
<pubDate>Mon, 14 Nov 2016 15:43:26 GMT</pubDate>
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<title>Message from drewi</title>
<description><![CDATA[<a href="http://i68.tinypic.com/2u9ssva.png" target="_blank"><img src="http://i68.tinypic.com/2u9ssva.png" border="0"></a> <br/>  <br/> hi rod .....I'm getting this black area on my beach ...could be an oil spill.Any one else?....do i have to adjust anything to get rid of it?]]></description>
<pubDate>Mon, 14 Nov 2016 15:35:52 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[<b>drewi</b> wrote:<br/><div class='quote'>Looks special Rod.....we should have a SET of the month and year awards.This would get my vote <img src="images/smilies/smile.gif" border=0 /><img src="images/smilies/1cool.gif" border="0" alt="Cool" /> </div> <br/>  <br/> Mine too!  And that's a cool idea Drewi! We'd probably have to do it as a "peoples' choice" award with no prize... but in a way, the comments people make under each store item already do a pretty good job of expressing how well a set pleases the user community.  I'm sure Rod will get a LOT of positive comments in the download page for this one! <br/>  <br/> What we're seeing here is evidence that this is an active/interactive/inspiring forum.  When people start to inspire one another with fresh ideas, and then somebody takes the idea to a new place and the cycle of creativity repeats.. I see so much of that in this group!  <br/>  <br/> What's really impressive is that it happens organically, without the nasty competitive overtones you see on many other creative forums.  You don't see people here saying "HEY ! YOU STOLE MY IDEA!" Instead you see an idea, and the next day somebody changes it a little and says "you can do this too..." and on it goes, with everybody benefiting from the stream of cool accessories showing up in the store. <br/>  <br/> Rod.. AWESOME idea, and so well executed! Stuff like this hilights what Muvizu CAN do when the people who use it think outside the box.]]></description>
<pubDate>Mon, 14 Nov 2016 15:25:43 GMT</pubDate>
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<title>Message from Rocque</title>
<description><![CDATA[I luv de island mon!  Many tanks for dees, it is da kine primo mo betta. <br/> I open a pineapple in your honor. <br/>  <br/> Translation:  Excellent island and water.  I want to live there.]]></description>
<pubDate>Mon, 14 Nov 2016 14:41:04 GMT</pubDate>
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<title>Message from drewi</title>
<description><![CDATA[Looks special Rod.....we should have a SET of the month and year awards.This would get my vote <img src="images/smilies/smile.gif" border=0 /><img src="images/smilies/1cool.gif" border="0" alt="Cool" />]]></description>
<pubDate>Mon, 14 Nov 2016 12:21:43 GMT</pubDate>
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<title>Message from ikes</title>
<description><![CDATA[Very nice waves and island Rod and thanks for sharing it with the rest!]]></description>
<pubDate>Mon, 14 Nov 2016 12:06:43 GMT</pubDate>
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<title>Message from ikes</title>
<description><![CDATA[<b>primaveranz</b> wrote:<br/><div class='quote'>Can you give me a link to the thread where you explained how you got an FBX with a transparency to work? </div> <br/>  <br/> Hi, <br/>  <br/> I think you mean this link. <br/>  <br/> <a href="http://muvizu.com/forum/topic5972-transparent-materials-in-fbx-files.aspx" target="_blank" rel="nofollow">http://muvizu.com/forum/topic5972-transparent-materials-in-fbx-files.aspx</a> <br/>  <br/> -Ikes-]]></description>
<pubDate>Mon, 14 Nov 2016 11:09:40 GMT</pubDate>
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<title>Message from primaveranz</title>
<description><![CDATA[<b>PatMarrNC</b> wrote:<br/><div class='quote'>I did some experimenting with ASE transparency in the week just before Ikes helped me figure out how to get transparency working in FBX files.  </div> <br/>  <br/> Hi Pat, <br/>  <br/> Can you give me a link to the thread where you explained how you got an FBX with a transparency to work? I have never found a solution to the problem that an imported FBX does not allow me to choose a <u>texture </u>but only a <u>colour </u>and that anyway you cannot define it as two-sided during the import process.  <br/> An .ASE file will work (sort of) e.g. if you have two materials in your model, one is transparent, one is not, and you choose "Map Alpha to Opacity and Opacity Mask". E.g. if you create a box with a window in the top it will appear fine but the shadow underneath it will have a hole in it opposite the window.  <br/>  <br/> Cheers.]]></description>
<pubDate>Mon, 14 Nov 2016 09:21:15 GMT</pubDate>
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<title>Message from tonyob67</title>
<description><![CDATA[Just AMAZING Rod...Thank you for sharing your art]]></description>
<pubDate>Mon, 14 Nov 2016 05:46:18 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[Rod, you have achieved an amazing wave simulation ! I'm very impressed! Can't wait to study your set to see if I can figure out what you did and how you did it!]]></description>
<pubDate>Mon, 14 Nov 2016 05:15:03 GMT</pubDate>
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<title>Message from Rodrisilva</title>
<description><![CDATA[Hi <br/>  <br/> This week will be available on store my latest island Set. <br/> The Set includes an island, a house, multiple sea square blocks with two texture layers for bottom sea and surface, some rocks and a tropical plant. Seashore waves work on an independent ASE model because FBX doesn´t allow opacity mask needed to run an RGBA movie. <br/> Island and Seashore work together one above the other. The texture video running on seashore model use the alfa channel allowing to see the sand beneath. Infortunately ASE files doesn't allow the use of opacity control bar like FBX does. Anyway you can produce similar videos with different transparency levels  and put them on this model set. <br/> Sea blocks have an opacity bar control to change the water transparency. <br/>  <br/> <div class="iframe-wrapper"><iframe src="https://www.youtube.com/embed/ljWBDMF5dWg?rel=0" frameborder="0" allowfullscreen></iframe></div>]]></description>
<pubDate>Mon, 14 Nov 2016 05:09:20 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[thanks, Ikes... your LOGO  cubicle with UVMapped surfaces and PNG transparency demonstrated exactly what I was trying to describe]]></description>
<pubDate>Mon, 14 Nov 2016 00:16:29 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[Nope can't use opacity mask with fbx only the ASE. <img src="images/smilies/smile.gif" border=0 /> <br/>  <br/> With FBX you use material layers <br/>  <br/>  <br/> I said this above. <br/> <em>edited by urbanlamb on 13/11/2016</em>]]></description>
<pubDate>Sun, 13 Nov 2016 20:57:55 GMT</pubDate>
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<title>Message from ikes</title>
<description><![CDATA[With ase set to opacity mask and double sided you can use a transparent PNG UV-map. With the fbx models it becomes black. I don't think you can do this with fbx. <br/>  <br/> <a href="http://oi65.tinypic.com/ae0htd.jpg" target="_blank"><img src="http://oi65.tinypic.com/ae0htd.jpg" border="0"></a>]]></description>
<pubDate>Sun, 13 Nov 2016 20:41:49 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[Well I didn't realize that it couldn't move, never use group before until now, it was just an idea I thought would work until I tried it so sorry for the confusion, so your saying use a texture for each part of the truck, I think someone tried that and got a scrambled result and couldn't even move it around, I was going to try it that way but wasn't for sure if the same thing would happen to me, muvizu works differently then all the other stuff I'm used to.]]></description>
<pubDate>Sun, 13 Nov 2016 20:05:50 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<div class='quote'>I am modeling this stuff! and I didn't use a cube, the box is apart of the truck, my concern is transparent windows. </div> <br/>  <br/>  <br/> okay so you put 3 materials on the truck <br/>  <br/> 1 for the windows <br/> 1 for the sign <br/> 1 for the rest <br/>  <br/> I am confused as to why you would say that the only option is to put a sign on the side like that and group it.   Then your stuck with a truck that can't move ? <br/> <em>edited by urbanlamb on 13/11/2016</em>]]></description>
<pubDate>Sun, 13 Nov 2016 19:55:10 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[<b>urbanlamb</b> wrote:<br/><div class='quote'><b>clayster2012</b> wrote:<br/><div class='quote'>So far the only useful ways was Pat's idea of a backdrop with texture then place it on the building, also applied one on a truck object then grouped it together like so. <br/>  </div> <br/>  <br/>  <br/> you could uvmap the truck and apply two materials to it so people can change the sign.  I thought you were modelling this stuff? then you could uvmap the cube to add a layer so people can just add the texture to the truck and then the truck could move. <br/> edited by urbanlamb on 13/11/2016 </div> <br/>  <br/>  I am modeling this stuff! and I didn't use a cube, the box is apart of the truck, my concern is transparent windows.]]></description>
<pubDate>Sun, 13 Nov 2016 19:51:24 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[<b>clayster2012</b> wrote:<br/><div class='quote'>So far the only useful ways was Pat's idea of a backdrop with texture then place it on the building, also applied one on a truck object then grouped it together like so. <br/>  </div> <br/>  <br/>  <br/> you could uvmap the truck and apply two materials to it so people can change the sign.  I thought you were modelling this stuff? then you could uvmap the cube to add a layer so people can just add the texture to the truck and then the truck could move. <br/> <em>edited by urbanlamb on 13/11/2016</em>]]></description>
<pubDate>Sun, 13 Nov 2016 19:29:14 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[So far the only useful ways was Pat's idea of a backdrop with texture then place it on the building, also applied one on a truck object then grouped it together like so. <br/>  <br/> <a href="http://i67.tinypic.com/mux0gn.png" target="_blank"><img src="http://i67.tinypic.com/mux0gn.png" border="0"></a>]]></description>
<pubDate>Sun, 13 Nov 2016 19:24:59 GMT</pubDate>
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<title>Message from fazz68</title>
<description><![CDATA[<b>urbanlamb</b> wrote:<br/><div class='quote'>in fbx you simply seperate the parts you want to be transparency by putting them on a different material. <br/>  <br/> models meshs are just the framework.. you then add materials and the materials hold the properties of the object if you have parts of the object that require different properties then others (such as a light or window) you add a second material layer <br/>  <br/> you then uvmap all the material layers and texture accordingly place the parts of your uvmap requiring one set of properties on one material layer and the other parts of your uvmap onto the other material layer having the other properties) <br/>  <br/> The only place FBX is not practical (inside muvizu only) is with trees (although I have made other objects in ASE that are not trees, but you run into something called an alpha sorting bug which is characteristic of using alpha masks which is one reason why fbx was invented in the way it was to avoid the alpha sort issues).    Anyhow in muvizu you really have no choice but to make trees using ase because for whatever reason -which I never bothered to decide if it was native to unreal 3 or something that muvizu just decided on-  alpha masking is not recognized which is kinda wierd, but luckily they allow ase still for trees. <br/>  <br/> Anyhow the long and the short of it is yes you can put alpha into an fbx object without resorting to trickery and more mesh and flipping it inside out  (mesh is one sided) by adding more material layers. <br/> edited by urbanlamb on 13/11/2016 </div> <br/>  <br/>  <br/> ^^^what she said... <br/> <em>edited by fazz68 on 13/11/2016</em>]]></description>
<pubDate>Sun, 13 Nov 2016 19:15:08 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[in fbx you simply seperate the parts you want to be transparency by putting them on a different material. <br/>  <br/> models meshs are just the framework.. you then add materials and the materials hold the properties of the object if you have parts of the object that require different properties then others (such as a light or window) you add a second material layer <br/>  <br/> you then uvmap all the material layers and texture accordingly place the parts of your uvmap requiring one set of properties on one material layer and the other parts of your uvmap onto the other material layer having the other properties. <br/>  <br/> The only place FBX is not practical (inside muvizu only) is with trees (although I have made other objects in ASE that are not trees, but you run into something called an alpha sorting bug which is characteristic of using alpha masks which is one reason why fbx was invented in the way it was to avoid the alpha sort issues).    Anyhow in muvizu you really have no choice but to make trees using ase because for whatever reason -which I never bothered to decide if it was native to unreal 3 or something that muvizu just decided on-  alpha masking is not recognized which is kinda wierd, but luckily they allow ase still for trees. <br/>  <br/> Anyhow the long and the short of it is yes you can put alpha into an fbx object without resorting to trickery and more mesh and flipping it inside out  (mesh is one sided ) by adding more material layers. <br/> <em>edited by urbanlamb on 13/11/2016</em>]]></description>
<pubDate>Sun, 13 Nov 2016 19:11:03 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[Hmm..good ideas,so was any of these methods useful, if so what software did you use pat,any ideas would be of great help! <br/> <em>edited by clayster2012 on 13/11/2016</em>]]></description>
<pubDate>Sun, 13 Nov 2016 19:10:43 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[I did some experimenting with ASE transparency in the week just before Ikes helped me figure out how to get transparency working in FBX files. There are definitely applications in which transparency in ASE is the way to go, such as creating foliage for a tree using a single sheet mesh with a single texture applied to it, part of which is alpha.  <br/>  <br/> My take-away from the experiments was that with ASE the transparent and opaque parts need to be in the same texture (not separate textures) and it needs to be loaded into Muvizu as ALPHA MASK. <br/>  <br/> My test was to UVMap a square block and paint each side with a different color (like Ikes did)... but on some sides I included shapes that were transparent (like a circle or the whole side) and I seem to recall that worked, as long as there was a double-sided surface.  <br/>  <br/> Best result was achieved by putting a box inside a box, with normals reversed on the inside box so that when you looked thru the window into the block you couldn't see all the way thru.]]></description>
<pubDate>Sun, 13 Nov 2016 19:00:07 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[<b>ikes</b> wrote:<br/><div class='quote'><b>PatMarrNC</b> wrote:<br/><div class='quote'>I like the way you think, Ikes! Great idea! </div> <br/>  <br/> Thanks! <br/>  <br/> I've also made some shapes with UV maps, so you can choose what's easiest to use. <br/> Should also be in the store this week for free. <br/> <a href="http://oi63.tinypic.com/iqvfvd.jpg" target="_blank"><img src="http://oi63.tinypic.com/iqvfvd.jpg" border="0"></a> </div> <br/> Those look great ikes and a good idea, but the problem that I have and I'm sure others as well is with importing objects with textures that have transparency, Like the idea of the Kacy's store with the shopping window, one or two has request that idea so I try to accommodate with these ideas, but no matter how many times I have try to make this work the only format to use is fbx when importing, unless you have a fix that works please share I'm open for any ideas that could help, so until there is a solution to this the only option is Pat's idea of using the muvizu 3D alphabet and  then group them together, but the second option he had mentioned is the texture option, but then it omits the transparency and does away with the ability to see through the window so that doesn't work, the third idea he had with a backdrop for the name texture would work to, I use paint.net when I use that method, there is also another way that could be used which is making the object in ase format without the window and then making the window a separate object in fbx format to obtain it's transparency and then grouping  them together. <br/> <em>edited by clayster2012 on 13/11/2016</em>]]></description>
<pubDate>Sun, 13 Nov 2016 18:00:03 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[<b>tonyob67</b> wrote:<br/><div class='quote'>Can we change the stores name? </div> <br/>  <br/> Muvizu has its own 3D alphabet, so the easy path here would be to do one of the following: <br/>  <br/> 1) omit the KACY'S sign altogether and let users make their own name from Muvizu's 3D alphabet <br/>  <br/> 2) put the name on a texture that users can swap with whatever name they want <br/>  <br/> 3) put a backdrop in front of the existing name, and put whatever graphic you want on the backdrop]]></description>
<pubDate>Sun, 13 Nov 2016 14:39:17 GMT</pubDate>
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<title>Message from ikes</title>
<description><![CDATA[<b>PatMarrNC</b> wrote:<br/><div class='quote'>don't forget to add collision to the blocks and provide the UVMaps so people can edit them ! </div> <br/>  <br/> Collision is working accordingly by itself. I didn't add it. The shapes are textured like in the example, so you can just edit them from within muvizu with the edit button.]]></description>
<pubDate>Sun, 13 Nov 2016 14:11:38 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[don't forget to add collision to the blocks and provide the UVMaps so people can edit them !]]></description>
<pubDate>Sun, 13 Nov 2016 14:00:02 GMT</pubDate>
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<title>Message from ikes</title>
<description><![CDATA[<b>PatMarrNC</b> wrote:<br/><div class='quote'>I like the way you think, Ikes! Great idea! </div> <br/>  <br/> Thanks! <br/>  <br/> I've also made some shapes with UV maps, so you can choose what's easiest to use. <br/> Should also be in the store this week for free. <br/> <a href="http://oi63.tinypic.com/iqvfvd.jpg" target="_blank"><img src="http://oi63.tinypic.com/iqvfvd.jpg" border="0"></a>]]></description>
<pubDate>Sun, 13 Nov 2016 13:50:10 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[I like the way you think, Ikes! Great idea!]]></description>
<pubDate>Sun, 13 Nov 2016 02:15:01 GMT</pubDate>
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<title>Message from ikes</title>
<description><![CDATA[<b>Rodrisilva</b> wrote:<br/><div class='quote'> <br/> Simple and funcional. <br/> Have they any UV map or not ?; if not, they will need seamless textures for sure ! </div> <br/>  <br/> Thanks, <br/>  <br/> They don't have an UV map. Every side is its own texture, but I get what you mean to fit the corners]]></description>
<pubDate>Sat, 12 Nov 2016 20:56:26 GMT</pubDate>
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<title>Message from Rodrisilva</title>
<description><![CDATA[<b>ikes</b> wrote:<br/><div class='quote'>Hi, <br/>  <br/> As Pat was saying, you can use the abstract primitive shapes from muvizu to texture them as buildings. Too bad they only have one texture slot for all sides, so I've made some primitive shapes with different slots for all sides, since not everyone is able to model and import shapes. I made every shape in three sizes, the biggest ones can be scaled to the size of a house. Will be in the store this week for free download. <br/>  </div> <br/>  <br/>  <br/> Simple and funcional. <br/> Have they any UV map or not ?; if not, they will need seamless textures for sure !]]></description>
<pubDate>Sat, 12 Nov 2016 20:43:32 GMT</pubDate>
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<title>Message from ikes</title>
<description><![CDATA[Hi, <br/>  <br/> As Pat was saying, you can use the abstract primitive shapes from muvizu to texture them as buildings. Too bad they only have one texture slot for all sides, so I've made some primitive shapes with different slots for all sides, since not everyone is able to model and import shapes. I made every shape in three sizes, the biggest ones can be scaled to the size of a house. Will be in the store this week for free download. <br/>  <br/> <a href="http://oi63.tinypic.com/2rw9aao.jpg" target="_blank"><img src="http://oi63.tinypic.com/2rw9aao.jpg" border="0"></a> <br/>  <br/> Example <br/> <a href="http://oi65.tinypic.com/29wtxyq.jpg" target="_blank"><img src="http://oi65.tinypic.com/29wtxyq.jpg" border="0"></a>]]></description>
<pubDate>Sat, 12 Nov 2016 20:24:35 GMT</pubDate>
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<title>Message from Rocque</title>
<description><![CDATA[<b>PatMarrNC</b> wrote:<br/><div class='quote'>cool ideas, Clayster! And you develop this stuff so FAST, it makes my head spin! </div> <br/>  <br/> I completely agree, Pat.  Clayster is amazing!! <br/>  <br/> Get well quick Clayster, but not too quick, we enjoy what you are creating. <br/> <em>edited by Rocque on 12/11/2016</em>]]></description>
<pubDate>Sat, 12 Nov 2016 17:39:42 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[Well thanks for the idea, just remember one thing after have that surgery,dont forget to eat before take funny pill,it will make you sicker then a dog, but you still forget about the pain.]]></description>
<pubDate>Sat, 12 Nov 2016 15:58:19 GMT</pubDate>
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<title>Message from mindiflyth</title>
<description><![CDATA[<b>clayster2012</b> wrote:<br/><div class='quote'>Someone gave me an idea earlier in this topic for store display widows, can't remember who it was but I consider it the idea and added it to the set </div> <br/>  <br/> That was me! It's looking amazing. Get well soon, Clayster! I have my own surgery coming up and I'm hoping to spend some of my recuperation time tinkering with Muvizu.]]></description>
<pubDate>Sat, 12 Nov 2016 09:33:36 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[<b>PatMarrNC</b> wrote:<br/><div class='quote'>cool ideas, Clayster! And you develop this stuff so FAST, it makes my head spin! </div> <br/> Thanks Pat,Yea had to have a little surgery, and I have all this time on my hands so doing this from being bored.. Lol!]]></description>
<pubDate>Sat, 12 Nov 2016 08:53:39 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[<b>tonyob67</b> wrote:<br/><div class='quote'>Can we change the stores name? </div> <br/>  <br/> I am thinking of changing the title, instead I'll do away the 3d text and place with a plain with 2d texture,that way you can edit the texture and give it any name you want, you can already do that with the burger pot,but I'll have to do the same with the sign. <br/> edited by clayster2012 on 12/11/2016 <br/> <em>edited by clayster2012 on 12/11/2016</em>]]></description>
<pubDate>Sat, 12 Nov 2016 08:41:40 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[cool ideas, Clayster! And you develop this stuff so FAST, it makes my head spin!]]></description>
<pubDate>Sat, 12 Nov 2016 08:33:56 GMT</pubDate>
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<title>Message from tonyob67</title>
<description><![CDATA[Can we change the stores name?]]></description>
<pubDate>Sat, 12 Nov 2016 08:32:08 GMT</pubDate>
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<title>Message from tonyob67</title>
<description><![CDATA[Oh my good,,  yes I Will wait the 3 minutes no problem haha,  LOVE the fast Food building,  and the Windows building you Will se it on my next video as a tv store huhuuu,  great job]]></description>
<pubDate>Sat, 12 Nov 2016 08:29:23 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[On another note, with everything that's in the set now doesn't seem to slow anything down, but it does take a little bit to load up, so I'm coming up with a plan to split everything into smaller sets, not everything will have a price, some will be free, but if you have all of the set I will you give a link to the whole set if you want to wait for the load up, so far on my pc it takes about three minutes, but once it loads I think it's worth the wait.]]></description>
<pubDate>Sat, 12 Nov 2016 07:21:09 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[Someone gave me an idea earlier in this topic for store display widows, can't remember who it was but I consider it the idea and added it to the set, I figured it would be a little bit more on poly count but it wasn't much at all, so after setting it up I put in one item in the display window and this is the results. <br/>  <br/> <a href="http://i68.tinypic.com/epjc4y.png" target="_blank"><img src="http://i68.tinypic.com/epjc4y.png" border="0"></a> <br/>  <br/> Also gave me an idea for something that you don't see much in muvizu,and I'm sure everyone gets hungry after running around in the city,this is my fast food idea and it would be great for one of those drive through gags. <br/>  <br/> <a href="http://i64.tinypic.com/2hp4yvr.png" target="_blank"><img src="http://i64.tinypic.com/2hp4yvr.png" border="0"></a> <br/>  <br/>  <br/> and yes I did change out the buildings with my own textures and remodeled, but they still have the same style. <br/> edited by clayster2012 on 12/11/2016 <br/> <em>edited by clayster2012 on 12/11/2016</em>]]></description>
<pubDate>Sat, 12 Nov 2016 07:07:22 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[Or you can make a box with windows using vertex and faces, then you can apply plains to create the interior walls and details like doors and exterior designs, and if you want you can add text for logos, and you will still keep a low poly count as long as you keep it simple, this model is a fbx format, no problem with adding transparent to windows. <br/>  <br/> <a href="http://i64.tinypic.com/2j1u80p.png" target="_blank"><img src="http://i64.tinypic.com/2j1u80p.png" border="0"></a> <br/> <em>edited by clayster2012 on 12/11/2016</em>]]></description>
<pubDate>Sat, 12 Nov 2016 01:15:25 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[true, Ikes...a UV mapped block is the most useful and flexible way to address the problem... but not everybody knows how to do that. I was thinking of skyscrapers, which would tend to  <br/> have the same texture on all four sides. the bottom is hidden, and  <br/> therefore doesn't matter whatt texture it has, while the top could be  <br/> resolved with a unique block having its own texture <br/> <em>edited by PatMarrNC on 11/11/2016</em>]]></description>
<pubDate>Fri, 11 Nov 2016 15:56:59 GMT</pubDate>
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<title>Message from ikes</title>
<description><![CDATA[<b>PatMarrNC</b> wrote:<br/><div class='quote'>one thing about this kind of very low poly modelling  <br/> with detailed texture is that you can use the primitives <br/> in muvizu to do the same thing... and they accept textures <br/> very well. A block that is enlarged to its full extent, then <br/> having a photo of a building applied to it will yield pretty much <br/> the same results. </div> <br/>  <br/> Hi Pat, <br/>  <br/> Only too bad all the sides of the primitives are one and the same texture, so you can't make a front, left, back, etc. You can however make yourself a box with 6 seperate textures for all sides. Then you can get something like this I was experimenting on... <br/>  <br/> <a href="http://oi66.tinypic.com/35ajccp.jpg" target="_blank"><img src="http://oi66.tinypic.com/35ajccp.jpg" border="0"></a>]]></description>
<pubDate>Fri, 11 Nov 2016 15:31:39 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[one thing about this kind of very low poly modelling  <br/> with detailed texture is that you can use the primitives <br/> in muvizu to do the same thing... and they accept textures <br/> very well. A block that is enlarged to its full extent, then <br/> having a photo of a building applied to it will yield pretty much <br/> the same results.]]></description>
<pubDate>Fri, 11 Nov 2016 14:59:02 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[No problem, and thanks!]]></description>
<pubDate>Fri, 11 Nov 2016 07:09:35 GMT</pubDate>
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<title>Message from tonyob67</title>
<description><![CDATA[I will work on the other scenes and left the cicty scenes for last then....<img src="images/smilies/smile.gif" border=0 />...you are the best]]></description>
<pubDate>Fri, 11 Nov 2016 04:55:57 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[<b>tonyob67</b> wrote:<br/><div class='quote'>Clayster, When you think your city will be on the store?, I need it badly for my next video....<img src="images/smilies/wink.gif" border=0 /> </div> <br/>  <br/> Lol..  I'm in the process of changing out the models before I give out,I want it to be all original made by me first, but it shouldn't be maybe about a few days before I have it completed.]]></description>
<pubDate>Fri, 11 Nov 2016 03:26:57 GMT</pubDate>
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<title>Message from tonyob67</title>
<description><![CDATA[Clayster, When you think your city will be on the store?, I need it badly for my next video....<img src="images/smilies/wink.gif" border=0 />]]></description>
<pubDate>Fri, 11 Nov 2016 03:08:33 GMT</pubDate>
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<title>Message from mindiflyth</title>
<description><![CDATA[A 3D parking game? Is that really a thing? Having just spent most of an afternoon driving around struggling to find parking in LA, I can't imagine anybody doing that for fun!]]></description>
<pubDate>Fri, 11 Nov 2016 00:00:54 GMT</pubDate>
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<title>Message from fazz68</title>
<description><![CDATA[<img src="images/smilies/spyme.gif" border="0" alt="Creeped out" />]]></description>
<pubDate>Thu, 10 Nov 2016 22:04:49 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[<b>ikes</b> wrote:<br/><div class='quote'><b>clayster2012</b> wrote:<br/><div class='quote'>Ikes you guessed right they are used in that game, I bought the Unity asset a few months ago for game project that i was doing for a client, so since I still had the asset I could use it to help me, I only use the buildings to help test the speed and lag for the 3D City backdrops when I added them to a whole set, yes I did remodel some of the buildings and used the textures, but let me make it clear that these models will not be included in the set, even though I am allowed to resell them But I will not include them, I tried to make that clear once throughout this topic when i stated that this was a test to show how better 3D City backdrops would look in a city scene, Im sorry for any confusion this may have caused, the other model such as those That I have re-model will be in the set because they are not the same as in the asset pack, after all spending almost $60 for the asset i couldn't let it go to waste so I used it for inspiration </div> <br/>  <br/> Thanks, I understand now you don't resell it, which I find a good choice, even if you have the rights to do so. It's always more satisfying to sell your own stuff.  <br/> Well, you're doing a really good job on it and it is a very nice style for muvizu. <br/>  <br/> Ikes </div> <br/>  <br/> Thanks ikes!]]></description>
<pubDate>Thu, 10 Nov 2016 19:13:43 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[<b>tonyob67</b> wrote:<br/><div class='quote'><b>clayster2012</b> wrote:<br/><div class='quote'><b>urbanlamb</b> wrote:<br/><div class='quote'>well lets hope that textures and models being created by someone else who has not given his permission to resell any of his work is not  what is happening (we can only hope)  <br/>  <br/> <img src="images/smilies/pat9xu.gif" border="0" alt="Pat on the head" /> <br/>  <br/> Its one thing to once and awhile use stuff with appropriate creative commons licenses and "share alike" and give them out for free if you know how to muvizuize them.  Its another thing purchasing assets with copyright and using any parts or textures without their permission.   <br/>  <br/> So hopefully that is not what is happening here.    Let's just say a few shall we say 'inconsistencies' have been noticed over time.  (yeah i wasn't going to say anything but since its out in the open I might as well say something LOL) <br/> edited by urbanlamb on 10/11/2016 </div> <br/>  <br/> I understand your point, this is why the building wont be added to the store, even though I did remodel them but the textures are not mine, and I did buy the license that which allows me to resell but their still not being added to the store, the 3D City Backdrops are my creations and along with the cars and trucks because I completely remodeled and didn't use the textures, so I consider those as my creations with inspiration, but the scene that I'm making here can be downloaded from my dropbox once all of the assets are added to your list, so it wont be in the store, Im already working on my won textures for the buildings and maybe added to the store because it then will be completely different, I want everyone to understand that I did it this way for inspiration and as a test for speed and lag to prove that this can work and I am sorry for any confusion this may have caused, I have always used my own! <br/> edited by clayster2012 on 10/11/2016 </div> <br/>  <br/> Of course...That is perfect, you are not using the same models,  <br/> but you are using the same style of buildings and cars, and I like it more than the ones from Muvizu <br/> I think it is the same style that Rodrisilva uses on his great videos, that City looks amazing Clayster </div> <br/>  <br/> Thanks tonyob67, you understand what I'm doing, yea using the same style but different model and then textures, even though I still remodel the buildings and used the same texture I'm planning on redoing them in that style but different textures that I have made, the models I have put in the set are just placement models to help me design the city,then will be replaced by the models that I'm working on, like the cars and trucks, I made them in the same style but my in my design without textures, when I took pictures of the set with buildings I knew everyone would notice the style from another creator, but their not the same models but the same textures, its to help me with ideas to make it fit with muvizu, in other words im using the building models like you do in an art class painting a picture model posing for the picture, then placing those models with my models with my own creations. <br/> <em>edited by clayster2012 on 10/11/2016</em>]]></description>
<pubDate>Thu, 10 Nov 2016 19:01:43 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[Ok I'm redoing the models again, and using the textures I have just finished, when i did this way it was because I was using these  as placement to help me design the set, and as inspiration until I completed my own, but I see the concern and decided to go head and make the changes, the next post will be with the new buildings, sorry for the confusion.]]></description>
<pubDate>Thu, 10 Nov 2016 18:39:09 GMT</pubDate>
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<title>Message from tonyob67</title>
<description><![CDATA[<b>clayster2012</b> wrote:<br/><div class='quote'><b>urbanlamb</b> wrote:<br/><div class='quote'>well lets hope that textures and models being created by someone else who has not given his permission to resell any of his work is not  what is happening (we can only hope)  <br/>  <br/> <img src="images/smilies/pat9xu.gif" border="0" alt="Pat on the head" /> <br/>  <br/> Its one thing to once and awhile use stuff with appropriate creative commons licenses and "share alike" and give them out for free if you know how to muvizuize them.  Its another thing purchasing assets with copyright and using any parts or textures without their permission.   <br/>  <br/> So hopefully that is not what is happening here.    Let's just say a few shall we say 'inconsistencies' have been noticed over time.  (yeah i wasn't going to say anything but since its out in the open I might as well say something LOL) <br/> edited by urbanlamb on 10/11/2016 </div> <br/>  <br/> I understand your point, this is why the building wont be added to the store, even though I did remodel them but the textures are not mine, and I did buy the license that which allows me to resell but their still not being added to the store, the 3D City Backdrops are my creations and along with the cars and trucks because I completely remodeled and didn't use the textures, so I consider those as my creations with inspiration, but the scene that I'm making here can be downloaded from my dropbox once all of the assets are added to your list, so it wont be in the store, Im already working on my won textures for the buildings and maybe added to the store because it then will be completely different, I want everyone to understand that I did it this way for inspiration and as a test for speed and lag to prove that this can work and I am sorry for any confusion this may have caused, I have always used my own! <br/> edited by clayster2012 on 10/11/2016 </div> <br/>  <br/> Of course...That is perfect, you are not using the same models,  <br/> but you are using the same style of buildings and cars, and I like it more than the ones from Muvizu <br/> I think it is the same style that Rodrisilva uses on his great videos, that City looks amazing Clayster]]></description>
<pubDate>Thu, 10 Nov 2016 18:34:41 GMT</pubDate>
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<title>Message from ikes</title>
<description><![CDATA[<b>clayster2012</b> wrote:<br/><div class='quote'>Ikes you guessed right they are used in that game, I bought the Unity asset a few months ago for game project that i was doing for a client, so since I still had the asset I could use it to help me, I only use the buildings to help test the speed and lag for the 3D City backdrops when I added them to a whole set, yes I did remodel some of the buildings and used the textures, but let me make it clear that these models will not be included in the set, even though I am allowed to resell them But I will not include them, I tried to make that clear once throughout this topic when i stated that this was a test to show how better 3D City backdrops would look in a city scene, Im sorry for any confusion this may have caused, the other model such as those That I have re-model will be in the set because they are not the same as in the asset pack, after all spending almost $60 for the asset i couldn't let it go to waste so I used it for inspiration </div> <br/>  <br/> Thanks, I understand now you don't resell it, which I find a good choice, even if you have the rights to do so. It's always more satisfying to sell your own stuff.  <br/> Well, you're doing a really good job on it and it is a very nice style for muvizu. <br/>  <br/> Ikes]]></description>
<pubDate>Thu, 10 Nov 2016 18:32:19 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[If you have permission this is different but you should be displaying it and including a license for display somewhere in the description of the asset.   <br/>  <br/> As a creator I have had stuff taken and stolen from me without my permission and it does feel aweful.     Its an occupational hazard, but when someone pours their love and often sweat into their creations its heartbreaking to see your creations with someone elses name on it if you have not released it for such use.  <br/>  <br/> Its also one reason why I sell very little these days.  I have been modelling for almost 20 years now.  I love to make characters and rig them this is one of my favourite things. <br/>  <br/> <a href="https://unity3d.com/legal/as_terms" target="_blank" rel="nofollow">https://unity3d.com/legal/as_terms</a> <br/> <div class='quote'><span style="color:rgb(90, 90, 91)">Unless you have been specifically permitted to do so in a separate agreement with Unity and except as permitted under the Unity-EULA, you agree that you will not reproduce, duplicate, copy, sell, trade or resell any Asset that you have acquired from the Unity Asset Store for any purpose.</span> </div> <br/> <em>edited by urbanlamb on 10/11/2016</em>]]></description>
<pubDate>Thu, 10 Nov 2016 18:13:26 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[<b>urbanlamb</b> wrote:<br/><div class='quote'>well lets hope that textures and models being created by someone else who has not given his permission to resell any of his work is not  what is happening (we can only hope)  <br/>  <br/> <img src="images/smilies/pat9xu.gif" border="0" alt="Pat on the head" /> <br/>  <br/> Its one thing to once and awhile use stuff with appropriate creative commons licenses and "share alike" and give them out for free if you know how to muvizuize them.  Its another thing purchasing assets with copyright and using any parts or textures without their permission.   <br/>  <br/> So hopefully that is not what is happening here.    Let's just say a few shall we say 'inconsistencies' have been noticed over time.  (yeah i wasn't going to say anything but since its out in the open I might as well say something LOL) <br/> edited by urbanlamb on 10/11/2016 </div> <br/>  <br/> I understand your point, this is why the building wont be added to the store, even though I did remodel them but the textures are not mine, and I did buy the license that which allows me to resell but their still not being added to the store, the 3D City Backdrops are my creations and along with the cars and trucks because I completely remodeled and didn't use the textures, so I consider those as my creations with inspiration, but the scene that I'm making here can be downloaded from my dropbox once all of the assets are added to your list, so it wont be in the store, Im already working on my won textures for the buildings and maybe added to the store because it then will be completely different, I want everyone to understand that I did it this way for inspiration and as a test for speed and lag to prove that this can work and I am sorry for any confusion this may have caused, I have always used my own! <br/> <em>edited by clayster2012 on 10/11/2016</em>]]></description>
<pubDate>Thu, 10 Nov 2016 17:56:56 GMT</pubDate>
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<title>Message from urbanlamb</title>
<description><![CDATA[well lets hope that textures and models being created by someone else who has not given his permission to resell any of his work is not  what is happening (we can only hope)  <br/>  <br/> <img src="images/smilies/pat9xu.gif" border="0" alt="Pat on the head" /> <br/>  <br/> Its one thing to once and awhile use stuff with appropriate creative commons licenses and "share alike" and give them out for free if you know how to muvizuize them.  Its another thing purchasing assets with copyright and using any parts or textures without their permission.   <br/>  <br/> So hopefully that is not what is happening here.    Let's just say a few shall we say 'inconsistencies' have been noticed over time.  (yeah i wasn't going to say anything but since its out in the open I might as well say something LOL) <br/> <em>edited by urbanlamb on 10/11/2016</em>]]></description>
<pubDate>Thu, 10 Nov 2016 17:32:51 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[<b>mindiflyth</b> wrote:<br/><div class='quote'>That really is such impressive work. Any chance we can get a short clip to see the city in action? <br/>  <br/> Ikes, I see some similarities in the cities, but they don't look the same to me. If you looked at the cartoon-y cities in a lot of CGI movies and shows, you might see some similarities. </div> <br/>  <br/> Yea I am planning to make a short cartoon once I get the set completed, I also want to note, that the stuff I'm putting in the store, some will be free and some will under the $3 price, even the 3D City Backdrops will be under $3, and once you get all of the assets you could get this city scene I'm making for free, but that's if you'r willing to a few minutes for it to load up!]]></description>
<pubDate>Thu, 10 Nov 2016 17:30:24 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[Even made a semi truck with trailer and its not even in the unity set! <br/>  <br/> <a href="http://i66.tinypic.com/63romf.png" target="_blank"><img src="http://i66.tinypic.com/63romf.png" border="0"></a> <br/> <em>edited by clayster2012 on 10/11/2016</em>]]></description>
<pubDate>Thu, 10 Nov 2016 17:12:49 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[I also used the designs for the trucks and cars because I loved the style and thought it would fit muvizu style,and I re-model them did away with the texture and made the cab to where the characters can sit inside, and used transparent for the glass and then exported in Fbx so the colors can be changed. <br/>  <br/> here are examples for comparison to show the difference between my models and the unity asset. <br/>  <br/> unity <br/> <a href="http://i68.tinypic.com/24zlphx.png" target="_blank"><img src="http://i68.tinypic.com/24zlphx.png" border="0"></a> <br/>  <br/> my model <br/> <a href="http://i67.tinypic.com/2w20abk.png" target="_blank"><img src="http://i67.tinypic.com/2w20abk.png" border="0"></a> <br/>  <br/> so you see the same style but they are different models. <br/> edited by clayster2012 on 10/11/2016 <br/> <em>edited by clayster2012 on 10/11/2016</em>]]></description>
<pubDate>Thu, 10 Nov 2016 17:04:34 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[<b>mindiflyth</b> wrote:<br/><div class='quote'>That really is such impressive work. Any chance we can get a short clip to see the city in action? <br/>  <br/> Ikes, I see some similarities in the cities, but they don't look the same to me. If you looked at the cartoon-y cities in a lot of CGI movies and shows, you might see some similarities. </div> <br/>  <br/> mindiflyth, that's because I used them as reference, it's not like I pulled them out of the unity pack, let's face I am a good modeler but I'm not that good at designing buildings unless I look at one and thank the creator I do not live in the city, so I opened up unity loaded up the assest and started mocking the designs, I tried to get them as close as possible but there are some similarities, I did try to export the models and then importing them into muvizu but muvizu kept crashing, so I did it the hard way and re-models by moncking them, and it wasn't really hard to do, all they are just boxes with texture and planes. <br/> <em>edited by clayster2012 on 10/11/2016</em>]]></description>
<pubDate>Thu, 10 Nov 2016 16:34:59 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[<b>ikes</b> wrote:<br/><div class='quote'>Hi Clay, <br/>  <br/> Your city looks really great, but I can't help noticing it looks very similar to this 3d parking game. Are those the same models as this game and if so, can you use that to sell the models? Or are you using it as inspiration? <br/>  <br/> <a href="https://lh6.ggpht.com/ig3FdnT4dmpDhw6amp7PrizpBBPK4bdkLEZ0TSB198jpPSbuzfFdNEwLicq-rlrvzA=h900" target="_blank"><img src="https://lh6.ggpht.com/ig3FdnT4dmpDhw6amp7PrizpBBPK4bdkLEZ0TSB198jpPSbuzfFdNEwLicq-rlrvzA=h900" border="0"></a> </div> <br/>   <br/> Ikes you guessed right they are used in that game, I bought the Unity asset a few months ago for game project that i was doing for a client, so since I still had the asset I could use it to help me, I only use the buildings to help test the speed and lag for the 3D City backdrops when I added them to a whole set, yes I did remodel some of the buildings and used the textures, but let me make it clear that these models will not be included in the set, even though I am allowed to resell them But I will not include them, I tried to make that clear once throughout this topic when i stated that this was a test to show how better 3D City backdrops would look in a city scene, Im sorry for any confusion this may have caused, the other model such as those That I have re-model will be in the set because they are not the same as in the asset pack, after all spending almost $60 for the asset i couldn't let it go to waste so I used it for inspiration]]></description>
<pubDate>Thu, 10 Nov 2016 16:13:43 GMT</pubDate>
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<title>Message from Rodrisilva</title>
<description><![CDATA[<b>Rodrisilva</b> wrote:<br/><div class='quote'><b>ikes</b> wrote:<br/><div class='quote'><b>Rodrisilva</b> wrote:<br/><div class='quote'>Yes, it's true! You can use it if you buy it at <a href="https://www.assetstore.unity3d.com/en/#!/content/17254" target="_blank" rel="nofollow">https://www.assetstore.unity3d.com/en/#!/content/17254</a> </div> <br/>  <br/> Aha, thanks for clearing that out Rodrigues! Can you directly import these fbx files in muvizu? </div> <br/>  <br/>  <br/> I'm not sure because I made that sometime ago. But yes I remember that the problem was the low resolution UV map in muvizu. Actually source UV size is up to 4096 px  but muvizu doesn't handle that. All models have the same UV model which means low individual resolution after all. <br/> I remeber that I have imported them in Blender and exported to fbx format again after some UV maps improvements. </div> <br/>  <br/>  <br/> Sorry, What I mean is " same UV map" for all mesh models.]]></description>
<pubDate>Thu, 10 Nov 2016 14:24:07 GMT</pubDate>
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<title>Message from Rodrisilva</title>
<description><![CDATA[<b>ikes</b> wrote:<br/><div class='quote'><b>Rodrisilva</b> wrote:<br/><div class='quote'>Yes, it's true! You can use it if you buy it at <a href="https://www.assetstore.unity3d.com/en/#!/content/17254" target="_blank" rel="nofollow">https://www.assetstore.unity3d.com/en/#!/content/17254</a> </div> <br/>  <br/> Aha, thanks for clearing that out Rodrigues! Can you directly import these fbx files in muvizu? </div> <br/>  <br/>  <br/> I'm not sure because I made that sometime ago. But yes I remember that the problem was the low resolution UV map in muvizu. Actually source UV size is up to 4096 px  but muvizu doesn't handle that. All models have the same UV model which means low individual resolution after all. <br/> I remeber that I have imported them in Blender and exported to fbx format again after some UV maps improvements.]]></description>
<pubDate>Thu, 10 Nov 2016 14:21:59 GMT</pubDate>
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<title>Message from ikes</title>
<description><![CDATA[<b>Rodrisilva</b> wrote:<br/><div class='quote'>Yes, it's true! You can use it if you buy it at <a href="https://www.assetstore.unity3d.com/en/#!/content/17254" target="_blank" rel="nofollow">https://www.assetstore.unity3d.com/en/#!/content/17254</a> </div> <br/>  <br/> Aha, thanks for clearing that out Rodrigues! Can you directly import these fbx files in muvizu?]]></description>
<pubDate>Thu, 10 Nov 2016 13:08:04 GMT</pubDate>
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<title>Message from Rodrisilva</title>
<description><![CDATA[<b>ikes</b> wrote:<br/><div class='quote'><b>mindiflyth</b> wrote:<br/><div class='quote'>That really is such impressive work. Any chance we can get a short clip to see the city in action? <br/>  <br/> Ikes, I see some similarities in the cities, but they don't look the same to me. If you looked at the cartoon-y cities in a lot of CGI movies and shows, you might see some similarities. </div> <br/>  <br/> Well. maybe not exactly the same indeed. I was specifically meaning the brown houses with rounded roofs in the back. I also see them in Rodrisilva's latest movie. </div> <br/>  <br/>  <br/> Yes, it's true! You can use it if you buy it at <a href="https://www.assetstore.unity3d.com/en/#!/content/17254" target="_blank" rel="nofollow">https://www.assetstore.unity3d.com/en/#!/content/17254</a>]]></description>
<pubDate>Thu, 10 Nov 2016 12:46:04 GMT</pubDate>
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<title>Message from ikes</title>
<description><![CDATA[<b>mindiflyth</b> wrote:<br/><div class='quote'>That really is such impressive work. Any chance we can get a short clip to see the city in action? <br/>  <br/> Ikes, I see some similarities in the cities, but they don't look the same to me. If you looked at the cartoon-y cities in a lot of CGI movies and shows, you might see some similarities. </div> <br/>  <br/> Well. maybe not exactly the same indeed. I was specifically meaning the brown houses with rounded roofs in the back. I also see them in Rodrisilva's latest movie.]]></description>
<pubDate>Thu, 10 Nov 2016 11:56:08 GMT</pubDate>
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<title>Message from mindiflyth</title>
<description><![CDATA[That really is such impressive work. Any chance we can get a short clip to see the city in action? <br/>  <br/> Ikes, I see some similarities in the cities, but they don't look the same to me. If you looked at the cartoon-y cities in a lot of CGI movies and shows, you might see some similarities.]]></description>
<pubDate>Thu, 10 Nov 2016 11:17:07 GMT</pubDate>
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<title>Message from ikes</title>
<description><![CDATA[Hi Clay, <br/>  <br/> Your city looks really great, but I can't help noticing it looks very similar to this 3d parking game. Are those the same models as this game and if so, can you use that to sell the models? Or are you using it as inspiration? <br/>  <br/> <a href="https://lh6.ggpht.com/ig3FdnT4dmpDhw6amp7PrizpBBPK4bdkLEZ0TSB198jpPSbuzfFdNEwLicq-rlrvzA=h900" target="_blank"><img src="https://lh6.ggpht.com/ig3FdnT4dmpDhw6amp7PrizpBBPK4bdkLEZ0TSB198jpPSbuzfFdNEwLicq-rlrvzA=h900" border="0"></a>]]></description>
<pubDate>Thu, 10 Nov 2016 10:38:52 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[Thanks tonyo67, it' really a city block using the 3d City backdrops to simulate a city surrounding, great effect for those city scene right?!]]></description>
<pubDate>Thu, 10 Nov 2016 06:19:18 GMT</pubDate>
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<title>Message from tonyob67</title>
<description><![CDATA[I wan't that City!!!, great work <img src="images/smilies/smile.gif" border=0 />]]></description>
<pubDate>Thu, 10 Nov 2016 06:09:54 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[Thanks ukBerty, I'll be adding more updates later, just showing how using 3D City Backdrops instead of plain 2D makes a city scene more realistic.]]></description>
<pubDate>Thu, 10 Nov 2016 05:51:49 GMT</pubDate>
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<title>Message from ukBerty</title>
<description><![CDATA[That is looking so good....]]></description>
<pubDate>Thu, 10 Nov 2016 05:48:06 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[Update on the 3d City backdrops, in the last post I mentioned that I was going to keep adding other props and low poly buildings to this city set that I'm putting together to keep testing speed and for lag, well so for so good, I added more buildings and cars to the set and it still runs at normal speed, it does take a little longer to load but after that there's no lag and everything runs smooth, this time it took  2 minutes to load, here's an update picture of the city so for, keep in mind that this is just a test set and will not be the release set for the 3d city backdrops, they will be uploaded in a set of their own. <br/>  <br/> <a href="http://i65.tinypic.com/20k2de1.png" target="_blank"><img src="http://i65.tinypic.com/20k2de1.png" border="0"></a> <br/>  <br/> all of the other stuff will be posted to the store through out this project, some will be free so keep an eye out!]]></description>
<pubDate>Thu, 10 Nov 2016 05:18:24 GMT</pubDate>
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<title>Message from unlimitedmagic</title>
<description><![CDATA[Love the city set, that's really cool!]]></description>
<pubDate>Tue, 08 Nov 2016 10:39:48 GMT</pubDate>
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<title>Message from clayster2012</title>
<description><![CDATA[Each set will be setup in small scenes to give everyone an idea how it can be used in a scene,also once they bought every set I will make the test set avalibe for free,only if they won't to wait for it to load up,right now it only takes 30 seconds on my PC to load up and I even tested it on my cheap dell laptop and it took about a minute and a half so for,and the movement is still at normal speed showing no lag. <br/> edited by clayster2012 on 07/11/2016 <br/> <em>edited by clayster2012 on 07/11/2016</em>]]></description>
<pubDate>Mon, 07 Nov 2016 15:11:36 GMT</pubDate>
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<title>Message from PatMarrNC</title>
<description><![CDATA[useful stuff, clayster! Considering the fact that most people who  <br/> are using muvizu DON'T have top of the line gaming computers, low <br/> poly items with detailed textures make a lot of sense for store items. <br/>  <br/> People might tolerate a set that takes forever to load if they get  <br/> it for free, but if you ask for money, people expect a hassle-free  <br/> product. <br/>  <br/> even a simple box with a skin works better in 3D than a 2D graphic  <br/> on a backdrop, so its an idea that most users can live with]]></description>
<pubDate>Mon, 07 Nov 2016 12:43:08 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[<b>clayster2012</b> wrote:<br/><div class='quote'>Yes I already got that method worked in,I was trying do it that way to keep file size down,so I may or may not use that method,  maybe just go with direct properties. </div> <br/> That's a good point. Is it possible to use a 1x1pixel avi? I might try that out later if I have time.]]></description>
<pubDate>Sun, 06 Nov 2016 16:37:12 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[<b>clayster2012</b> wrote:<br/><div class='quote'>What I mean is,  you know how you load one of the scifi objects like the control panel that has the blinking lights,their already animated as soon as you add them to the scene,thats what I'm shooting for! </div> <br/> I don't think you can do it the same way as Muvizu's assets, but using a flashing avi texture should do the trick. (No need to animate it manually later). You could use both this and the manual controls in "direct object properties" if you wanted the lights to change at specific times.]]></description>
<pubDate>Sun, 06 Nov 2016 16:30:55 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[<b>clayster2012</b> wrote:<br/><div class='quote'><b>ziggy72</b> wrote:<br/><div class='quote'>I don't know how you'd do it automatically, but it is doable manually.  As long as each light has it's own texture, you can animate the Object Properties in Muvizu, set that light's texture to animated, then you can swap out a dark light/bright light picture on demand to fake the lights. </div> <br/>  <br/> Thanks Ziggy,yea I figured that rout, I just wanted it outomatic so everyone could see that it's animated the way mucous did. </div> <br/> If it's an image texture, you could make 3 AVI clips which last the same period of time and create the correct sequence.]]></description>
<pubDate>Sun, 06 Nov 2016 16:20:55 GMT</pubDate>
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<title>Message from ziggy72</title>
<description><![CDATA[<b>clayster2012</b> wrote:<br/><div class='quote'>Also trying to introduce a new traffic system to muvizu, I want to make it where the lights can blink and change colors with my traffic lights like the ones that comes with muvizu, but Im not sure how it's done, don't mean to sound like a noob, but can someone shed some light on to do that? <br/> edited by clayster2012 on 06/11/2016 </div> <br/> I don't know how you'd do it automatically, but it is doable manually.  As long as each light has it's own texture, you can animate the Object Properties in Muvizu, set that light's texture to animated, then you can swap out a dark light/bright light picture on demand to fake the lights.]]></description>
<pubDate>Sun, 06 Nov 2016 16:11:30 GMT</pubDate>
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<title>Message from Rocque</title>
<description><![CDATA[<b>clayster2012</b> wrote:<br/><div class='quote'>Thanks Rocque, cartoonist is the style I'm shooting for with whole set, I'm making more cars later,  it seems that my 3d city backdrops is turning into a city set,may have to Chang the name. </div> <br/>  <br/> Keep doing what you are doing Clayster because it all looks great.]]></description>
<pubDate>Sun, 06 Nov 2016 15:47:18 GMT</pubDate>
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<title>Message from Rocque</title>
<description><![CDATA[<b>clayster2012</b> wrote:<br/><div class='quote'>Ok I decided to work on a couple of vehicles, two moving trucks that I tried to keep the poly count low, but adding more 3d details for making it possible to put drivers inside may bring the poly count up a little, but still I think they fit the muvizu style perfect! <br/>  <br/>  <br/> <a href="https://postimg.org/image/fdmvq0ou5/" target="_blank" rel="nofollow"><a href="https://s14.postimg.org/jzizydadd/Vehicals.png" target="_blank"><img src="https://s14.postimg.org/jzizydadd/Vehicals.png" border="0"></a></a> </div> <br/>  <br/> The trucks are so cartoonish!! I am not sure if cartoonish is a word, but I made it one. I think they are really fun, and the characters look good in them. <br/> <em>edited by Rocque on 06/11/2016</em>]]></description>
<pubDate>Sun, 06 Nov 2016 15:27:01 GMT</pubDate>
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<title>Message from mindiflyth</title>
<description><![CDATA[I suspect this set will get used a LOT. If people have the option to use a low-poly city set that looks this good, I think they'll jump on it. Maybe you could "re-skin" it for later releases, and make a futuristic city or a bombed-out city or whatever.]]></description>
<pubDate>Sun, 06 Nov 2016 04:14:06 GMT</pubDate>
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<title>Message from mindiflyth</title>
<description><![CDATA[Clayster, no hype, you are doing such amazing things with Muvizu design I wish the company would just hire you already. I mean, wow! Who knew stuff like this even COULD be done low-poly with Muvizu? <br/>  <br/> Pardon my ignorance here, but would it be possible to set up the store signs or store windows so we could load in our own flat images? That way the stores could be selling anything, or we could load in images of shattered windows for a skid row/post-apocalypse look.]]></description>
<pubDate>Sat, 05 Nov 2016 09:02:51 GMT</pubDate>
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<title>Message from tonyob67</title>
<description><![CDATA[They look great, a different and more realistic appearance, I like a lot, and the fact that they are backdrops so you can build your own city is great....]]></description>
<pubDate>Sat, 05 Nov 2016 03:02:40 GMT</pubDate>
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<title>Message from MrDrWho13</title>
<description><![CDATA[Looks good! (And +1 to Christmas scenes <img src="images/smilies/wink.gif" border=0 /> )]]></description>
<pubDate>Fri, 04 Nov 2016 16:57:51 GMT</pubDate>
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<title>Message from Rocque</title>
<description><![CDATA[<b>clayster2012</b> wrote:<br/><div class='quote'>I figured that we need a coming soon Topic for the store, so people can tell about their ideas, so I'll start first! <br/>  <br/> In my last post  in the New in the muvizu store I mentioned my Idea for 3d City Backdrops, well I been working hard to keep them low poly so there wouldn't be any slow down or lag when working on scene sets, I created this small scene with everything that I had made and a few muvizu items to test the speed, and so for there are no slow downs at all, but I'm still going to add to the scene with more creations to see if it slows down any, here's a couple of pictures to see what I'm trying to do. <br/> <a href="https://postimg.org/image/c3i4qxwd5/" target="_blank" rel="nofollow"><a href="https://s12.postimg.org/t410zm9el/image.png" target="_blank"><img src="https://s12.postimg.org/t410zm9el/image.png" border="0"></a></a> <br/>  <br/> a sidewalk view with a character walking in front of the stores. <br/>  <br/> <a href="https://postimg.org/image/hi0ky8zft/" target="_blank" rel="nofollow"><a href="https://s12.postimg.org/tjvyse8od/Shot2.png" target="_blank"><img src="https://s12.postimg.org/tjvyse8od/Shot2.png" border="0"></a></a> <br/>  <br/> As you can see I'm trying to bring a new look to muvizu with more detailed scenes without the crawling movements when your trying to work on new scenes, with the 3d city backdrops I had to divide them into smaller sections so scaling  larger would be possible but they go together easily to make bigger backdrops, the smaller building and side walks are single objects that can be placed in front of the backdrops, that way you can place them in any order you want, so I guess this will be a complete city construction kit the way it's starting to look, may have to change the name...lol! <br/>  <br/> so feel free to tell me what you think about this project, would be something you would like to see in the store? </div> <br/>  <br/> I definitely like what you are working on Clayster.  Is there any way you could make a city in winter?  Christmas is coming, and you never know I might get a Christmas video.  We will see.]]></description>
<pubDate>Fri, 04 Nov 2016 16:37:52 GMT</pubDate>
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