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› Giving it another shot
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Giving it another shot (Read 1038 times)
Jan 31
st
, 2006 at 10:39am
Alphajet_Enthusiast
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Hello all,
started another attempt and I'm just wondering...
Any ideas on how to create gear bay covers?
Also, Ive tried texturing the lightening. I figured it out with the tutorial and it works, but how do I select only part of the texture when I want to apply only part of it to the UVW Map?
Thanks for any help.
Kobe
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 -
Jan 31
st
, 2006 at 10:49am
Felix/FFDS
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FINALLY an official Granddad!
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I presume you cut out the wheel wells with a boolean operation?
Next time do the boolean on a COPY of the part and "tool" and reverse the boolean (experument - B-A, A-B)...
The same way you "cut" the hole out, you can cut everything BUT the "doors".
You also COULD have used shape merge to "imprint" the gear doors on the boom mesh and from there it's a matter of detaching the "door" polygons, cloning them and using the clones to "intrude" to form the wheel wells, and by flipping the door polygon clone, the "inside" of the doors.
Felix/
FFDS
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Reply #2 -
Jan 31
st
, 2006 at 11:15am
Alphajet_Enthusiast
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Well... right...
Anyways what I got from that is pretty useful. I used extrude to create the gearwells so I still have the polys inside the wells. Will try it with those.
Thanks Felix
Macbook Pro | Nvidia Geforce 8600M GT | 2GB Ram | 2.6GHz Intel Core 2 Duo | Mac OSX 10.5 Leopard
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Reply #3 -
Feb 1
st
, 2006 at 9:15am
Alphajet_Enthusiast
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Tried texturing and although its slightly off Ive managed to line it up for the best part. First time so it feels good!
Yet another question, how do I begin on the interior model?
I know that if I use extract im going to mess it up. But I have no idea how to even shape the cabin or anything.
Macbook Pro | Nvidia Geforce 8600M GT | 2GB Ram | 2.6GHz Intel Core 2 Duo | Mac OSX 10.5 Leopard
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Reply #4 -
Feb 1
st
, 2006 at 10:30am
SkyNoz
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Project Kfir!
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Usually when I make the interior, I will clone the exterior model, Flip the polygons, delete any polygons that wont be seen in the VC or Interior, also to keep file size low and fps. What I thik is the most difficult for any project is animation, And little bit texture mapping.
Project Kfir!&&
&&
My Gmax page
&&Aircraft modeler/Aircarft painter&&&&Aye the key!&&[GeneralEngineData]&&//0=Piston, 1=Jet, 2=None, 3=Helo-Turbine, 4=Rocket, 5=Turboprop
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Reply #5 -
Feb 1
st
, 2006 at 1:32pm
Katahu
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Here's a tip.
Instead of using a box to model the wings and tail, try using a cylinder [layed on its side] instead. Flatten it a bit and then move the vertices [while viewing from one side] to make the curvature of the wing.
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Reply #6 -
Feb 1
st
, 2006 at 2:36pm
SkyNoz
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Project Kfir!
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Heres' a great tutorial, :
http://www.simviation.com/gryphon/tutorials/gMax_00.htm
Along with others found here :
http://www.simviation.com/gmaxindex.htm
Project Kfir!&&
&&
My Gmax page
&&Aircraft modeler/Aircarft painter&&&&Aye the key!&&[GeneralEngineData]&&//0=Piston, 1=Jet, 2=None, 3=Helo-Turbine, 4=Rocket, 5=Turboprop
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