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Author Topic:   AC3D tutorial : smooth low poly wings in under 10 mins
Elric
Pilot
posted 05-15- 05:41 PM     Click Here to See the Profile for Elric   Click Here to Email Elric     Edit/Delete Message   Reply w/Quote

Come and get it !

Elric's Fighter Squadron Pages

Elric

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Sv
Pilot
posted 05-15- 09:08 PM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Cool, but here are some problems you will encounter:

1. If you plan on texture mapping the top and bottom of the wing with seperate textures you will need to cut off the top and bottom 1/2 of the wing. When you re-join the halfs is when the shading problems happen.

2. If you try and model the aileron cut-away as part of one big wing half (like the SE5a for example) you will also run into shading issues (because you are attaching 2 seperate wing parts into one object)

3. You can not model an under-cambered wing this way. The rib must be made out of multiple triangles. This is probably only a concearn for WWI guys

4. On certain foils with certain wing plan-forms you will create non-planer polys when you re-size to create the wing taper. These polys will disapear whne viewed from certain angles. To fix, just triangulate the effected polys.

It is good to see someone else useing AC3D and posting help! I like using AC3D allot, but it can be fustrating at times

------------------
-Sv =FC=

WWI in SDOE!


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Pachy
Pilot
posted 05-16- 05:02 AM     Click Here to See the Profile for Pachy   Click Here to Email Pachy     Edit/Delete Message   Reply w/Quote
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!

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Sv
Pilot
posted 05-16- 07:47 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Are you sure you have non-planer polys? Or might it be bad normals?

-Sv

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Pachy
Pilot
posted 05-17- 03:16 AM     Click Here to See the Profile for Pachy   Click Here to Email Pachy     Edit/Delete Message   Reply w/Quote
yeah I think it's non-planar polys because they only disseapear when viewed from certain angles. The Tempest fuselage is the original Typhoon modified to Tempest dimensions. Since I was doing so almost vertex by vertex I guess some polys became non-coplanar in the process. And if it was bad normals, I guess I'd have shading problems, which I don't (anymore )

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