posted 01-07- 08:26 AM
It is all top secret of course, but if you promise not to tell anyone, then here goes.I took these few captures to try to explain a couple of things I did
This shows The nose of the Hurricance
Heres the Mesh in wire frame, the section of the fuselage mesh follows the actual section from the 3 views I had, at least within the limits of the polycount.
The red bit is showing the part that was textured seperately to the rest, not a different texture just a different mapping session. It was basically a planer map horizontal to the "ground". The rest of the fusalage is a planer map vertical to the ground. I will be doing the underside of the nose and rear fusalage using the same technique later.
This is showing a cheat to remove the appearance of streaching. The right side shows panel lines drawn perfectly vertically, and so even though the there is sreatching it blends with like coloured sections so you don't notice. The left side has the correct paneling. I don't like this which is why I'll be re-mappin it later.
I hope this helps. Notice that I have also gone with the 3D tail feathers. The 2D ones really annoyed me for some reason once I noticed them. I don't know about FPS, but its easy to revert if its too bad.
BTW you'll be happy to know that I implemented that bulk import on OPS. Only catch is now that I need to do something with the matrix in a MAX script to get the prop, wheels and VStab right.
[This message has been edited by Bryan Russell (edited 01-07-2000).]
[This message has been edited by Bryan Russell (edited 01-07-2000).]