posted 05-16- 05:02 AM
More questions on this:
quote:
you will create non-planer polys (...). These polys will disapear whne viewed from certain angles. To fix, just triangulate the effected polys
The tempest fuselage is full of such problems (at least 6 faulty surfaces). The wings were partially triangulated before texturing, but I had overlooked this problem when texturing the fuselage.
This Surface->triangulate function has a nice feature: it preserves the texture mapping. But, do you know it I can choose the way the poly will be triangulated?
Because obviously you have 2 ways of triangulating, say, a square. Either with the diagonal like this / or with the diagonal like that \.
AC3D seems to insist on a particular orientation for doing so. This is a problem for me because, if I want to apply this to symmetrical surfaces, the symmetry of the mesh will be destroyed by this function.
The other solution, obviously, is to destroy the problematic surfaces and recreate them by selecting the vertices by hand and using the "create surface/object" fuction. Unfortunately this method destroys the texture mapping, which means all the painful assembling/cutting in halves/mapping/fixing shades/unassembling/exporting LODs etc steps are all to be performed again. As I am very stupid and slow, this means a wasted week-end for me 
Thanks for you help!