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Author Topic:   DOH!!! Check the normals!
Pachy
Pilot
posted 01-09- 05:05 PM     Click Here to See the Profile for Pachy   Click Here to Email Pachy     Edit/Delete Message   Reply w/Quote
Ok this is my first attempt at 3D modelling (except for a few tweaks on existing planes). I've painfully learned something very important: check your normals often during the process, because fixing them on an almost complete model is not fun at all.

I'll better read Sv's and Razer's tutorials before restarting!

--
Pachy (not afraid to show his cluelessness to the whole world)

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Bryan Russell
Pilot
posted 01-09- 05:36 PM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Actually I think it's probably better to do your smoothing (vertex normals) after the models complete. This way the lighting transition between adjacten objects can be done properly. I don't know what in AC3D makes it hard to do this though, MAX is a piece of cake.

Face normals are probably a little different, and can be a little bit of a pain if you have a mixture of faces with face normals both set rightly and wrongly.


Bryan

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Jaguar
Pilot
posted 01-09- 05:49 PM     Click Here to See the Profile for Jaguar   Click Here to Email Jaguar     Edit/Delete Message   Reply w/Quote
what plane is that?

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Cheers!
Jaguar
www.fshangar.com

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Pachy
Pilot
posted 01-09- 05:58 PM     Click Here to See the Profile for Pachy   Click Here to Email Pachy     Edit/Delete Message   Reply w/Quote
Thx for the tips Bryan. I'll start from scratch anyway.

Jaguar: this is a french D-520. The Emil needs more opposition!

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Pachy's SDOE stuff
perso.club-internet.fr/gledimet

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Kraftwerk
Pilot
posted 01-10- 04:24 AM     Click Here to See the Profile for Kraftwerk   Click Here to Email Kraftwerk     Edit/Delete Message   Reply w/Quote
You have to reverrse normals then recalc the vertex order for it to work.
Also, be sure that you dont have multiple vertices at one point, that means that you probably have multiple surfaces laid over one another. That way you can flip normals all day and not see a difference. Snap verticces together, and merge object. Then optimize verts and surfaces.

[This message has been edited by Kraftwerk (edited 01-10-2000).]

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Sv
Pilot
posted 01-10- 06:09 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Right Kraftwerk,

Make sure that adjacent surfaces share vertecies. To do this, select 2 vertecies that should be shared, chose "snap together" - then select the object and choose "optimioze vertecies" - this will share the vertex between surfaces. Only surfaces with shared vertecies will be smoothable.

Do use 1 sided wherever possible. Check normals as you go! I go into 3D window and turn "show normals" on. To flip a normal, simply select each vertex of the surface in vertex mode, then select "flip normals". You can do multiple surfaces as 1 time, even objects. But as you found out, if every other normal is wrong you have a bit of work on your hands

Another key: If you have a flat object that is made of two identical objects, 1 on the top and 1 on the bottom (normals in opposite directions - like a horizontal stabablizer for example) DO NOT optimize verticies!!!!!! This will turn the object back to a single sided single surface object.

Simply merge the objects and export as LOD...

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-Sv =FC=

WWI in SDOE!

[This message has been edited by Sv (edited 01-10-2000).]

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Spanky the Mad Dog
Pilot
posted 01-10- 02:03 PM     Click Here to See the Profile for Spanky the Mad Dog   Click Here to Email Spanky the Mad Dog     Edit/Delete Message   Reply w/Quote
Spanky here...

Cool i asked someone to do that plane when i first starting online. That will be a great addtion to the game.

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