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Author Topic:   Wings suck.....
Aladar
Pilot
posted 10-08- 12:49 PM     Click Here to See the Profile for Aladar   Click Here to Email Aladar     Edit/Delete Message   Reply w/Quote
Wings are a biotch to texture map, you have to cut it in half (ailerons and flaps included, ughh...), but I think I learned alot. I also learned to texture map as you go. I just finished both wings, mapped for your camoflaging pleasure. He he he, no peaking at my work you can keep looking for updates in my sig, when its done, you'll have a picture.

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"Don't move, if we scatter, he'll pick us off! Stand Together!"~~Aladar

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Nat
Pilot
posted 10-08- 12:55 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
why cut the wing in half? I mean OK, the texture needs to have the wing "spilt" into 2 or 4 parts for the upper and lower wing texture, but I've never had to split the wing itself, I'm I missing something here?

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Razer
Pilot
posted 10-08- 01:10 PM     Click Here to See the Profile for Razer   Click Here to Email Razer     Edit/Delete Message   Reply w/Quote
yes, you have to cut the wings in half to map the top and bottom. only if you want to be able to paint the top differently from the bottom. wings are fun, not a biotch.

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Nat
Pilot
posted 10-08- 01:13 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
thats not how I mapped the second level LODs, is this a thig peculiar to Ac3D then?

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Aladar
Pilot
posted 10-08- 01:33 PM     Click Here to See the Profile for Aladar   Click Here to Email Aladar     Edit/Delete Message   Reply w/Quote
Nat, sounds funky, how do you do it again? Anyways, its a mess when you chop it all up, cause then you have to re-connect them. Anyways, on to the tail!

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Razer
Pilot
posted 10-08- 01:38 PM     Click Here to See the Profile for Razer   Click Here to Email Razer     Edit/Delete Message   Reply w/Quote
it may just be an AC3D thing..

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Nat
Pilot
posted 10-08- 01:51 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
the way I do it is to "Attach" the flaps and ailerons to the wings, then use "select faces" ticking "ignore backfaces" and select just the top surface by dragging a box over it, then I can map them. After that I rotate the model and select just the bottom faces (now ontop so you can see whats going on). Once you've mapped those, rotate the model back and detach the flaps and ailerons and they keep the textureing, just export them now.

Hope that helps some Aladar

~Nat~

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Aladar
Pilot
posted 10-08- 02:10 PM     Click Here to See the Profile for Aladar   Click Here to Email Aladar     Edit/Delete Message   Reply w/Quote
Seems like that is a helluva lot easier, actually, I don't think it is just a max thing, all I have to do is..... no, no nevermind, that wouldn't work, oh well, its still works this way.

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Razer
Pilot
posted 10-08- 02:14 PM     Click Here to See the Profile for Razer   Click Here to Email Razer     Edit/Delete Message   Reply w/Quote
it can be done, looking back over it while working on a new model, if you select the bottom of the wing, cut-away object but don't move it, you can hide the bottom of the wing. then map the top, unhide all, hide the top then map the bottom. Then just conn the vertices and optimize, flip normals, flip normals again then smooth.

[This message has been edited by Razer (edited 10-08-2000).]

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Sv
Pilot
posted 10-08- 09:05 PM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
But what happens to perpindicular faces Nat?

I do it the way Razer posted. It only gets tricky in really messy spots, like the Morane-N and EIII wings - even then it is not too anoying. Still, a plugin that lets you select all visable polys of an object (like the 3dsmax ignore backfaces command) would be helpful.


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-Sv =FC=

WWI in SDOE!


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