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› You can finally meet her!
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You can finally meet her! (Read 364 times)
May 23
rd
, 2005 at 4:57am
Alphajet_Enthusiast
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Colonel
Belgae Gallorum Fortissimi
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The plane I made for FS2004, over many months. Pathetic I know, its a rough model but im just too stuck on making texture maps so I cant go any further.
Macbook Pro | Nvidia Geforce 8600M GT | 2GB Ram | 2.6GHz Intel Core 2 Duo | Mac OSX 10.5 Leopard
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Reply #1 -
May 23
rd
, 2005 at 11:56am
JABO-DEV
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creator of the "Pioniers
of Aviation" Project
Indiana USA
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Pathetic? NO WAY, NICE JOB! It is no small feat to mesh and export. I would think if you can get this far with the export/mesh you'll get the unwrap, just keep playing with it, and ask as many questions possible, these guys have been a huge help with my questions.
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Reply #2 -
May 23
rd
, 2005 at 12:05pm
Felix/FFDS
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Admin
FINALLY an official Granddad!
Orlando, FL
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Hint that you're doing something right - you have it facing the right way?
As you've found out, there's no short cut to persistence and practice....
Felix/
FFDS
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Reply #3 -
May 23
rd
, 2005 at 12:12pm
ozzy72
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Global Moderator
Pretty scary huh?
Madsville
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A great start, better than anything I've managed thusfar
There are two types of aeroplane, Spitfires and everything else that wishes it was a Spitfire!
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Reply #4 -
May 23
rd
, 2005 at 2:12pm
Alphajet_Enthusiast
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Its true, but unwrap is really tricky. All I have to do it is Photoshop 7.0 and gmax, and I have not the slightest idea of what I should do with either...
Macbook Pro | Nvidia Geforce 8600M GT | 2GB Ram | 2.6GHz Intel Core 2 Duo | Mac OSX 10.5 Leopard
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Reply #5 -
May 23
rd
, 2005 at 6:59pm
Moach
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Jet-Powered PropellerHead
São Paulo, Brazil
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some tips on unwrapping:
1 - you are mapping the polygon onto the texture, not the texture onto the polygon
2 - never use the averaged normals option unlees you're really sure where ALL the vertices are
3 - also, use a mesh select modifier before the unwrap to select the polygons you want to edit... it's a lot easier if you unwrap small polys one at a time instead of whole shapes
4 - if the X,Y,Z options are greyed out, check if the polygons are selected (red) in the mesh select modifier
5 - if a part simply refuses to accept two different mappings, you can always detach the polys and map them as another part (works well when using 2 or more materials)
these are IMO, the most important things to remember when using unwrap... once you get the hang of this, things get easier
remember: you CAN use an unlimited amount of mesh select/unwrap combos in a part...
Moach
Come, one and all aboard! - The Russian Roullete in the sky!
One in each Six of my personalities knows not at all how to fly!
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Reply #6 -
May 24
th
, 2005 at 1:37am
Alphajet_Enthusiast
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Thanks Moach maybe I should just try the default gmax tutorial again!
Macbook Pro | Nvidia Geforce 8600M GT | 2GB Ram | 2.6GHz Intel Core 2 Duo | Mac OSX 10.5 Leopard
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Reply #7 -
May 27
th
, 2005 at 6:10am
Alphajet_Enthusiast
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I started up gmax five minutes ago and look what I achieved! Im gonna try get this into gmax... So if I get it right, is it best to map individual parts of the plane, as opposed to one?
Macbook Pro | Nvidia Geforce 8600M GT | 2GB Ram | 2.6GHz Intel Core 2 Duo | Mac OSX 10.5 Leopard
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Reply #8 -
May 28
th
, 2005 at 2:56pm
|| Andy ||
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Shropshire, United Kingdom
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YAY!!!
In my experience repainting, try to keep the fuse as one texture.. makes it alot easier, and you dont have to get a headake over 'joins' ...
Lookin good, keep us informed
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Reply #9 -
May 29
th
, 2005 at 10:08am
Alphajet_Enthusiast
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Will do!
Still have a lot to figure out first!
Macbook Pro | Nvidia Geforce 8600M GT | 2GB Ram | 2.6GHz Intel Core 2 Duo | Mac OSX 10.5 Leopard
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