Search the archive:
Simviation Main Site
|
Site Search
|
Upload Images
Simviation Forum
›
Design Forums
›
Aircraft & 3D Design
› There has GOT to be a better way...
(Moderators: Mitch., Fly2e, ozzy72, beaky, Clipper, JBaymore, Bob70, BigTruck)
‹
Previous Topic
|
Next Topic
›
Pages:
1
There has GOT to be a better way... (Read 1404 times)
Sep 27
th
, 2009 at 2:16pm
Daycab
Offline
Colonel
Where Zen ends, ass-kicking
begins!
Posts: 71
Man, this is getting tedious. This is after a couple hours of work too! Isn't there some way to do this without all of the little stray polygons all over the place?
daycab
Back to top
IP Logged
Reply #1 -
Sep 27
th
, 2009 at 4:45pm
Brett_Henderson
Offline
Colonel
EVERY OUTER MARKER SHOULD
BE AN NDB
Gender:
Posts: 3593
Are you trying to map the wings and fuselage, all at once.. with an unwrap no less ? ?
Man.. I don't think that can be done by a human
Even a symetrical, tubular fuselage presents problems where things converge.. like the aft-end and nose.
Break it up into pieces and experiment with mapping each part with just a normal, planar UVW. Then do a mesh select (or split the fuselage longitudinally into two parts), so that you can map each side independently.
Back to top
IP Logged
Reply #2 -
Sep 27
th
, 2009 at 9:06pm
Daycab
Offline
Colonel
Where Zen ends, ass-kicking
begins!
Posts: 71
The entire fuselage wasn't like this, just stray pieces here and there...
Back to top
IP Logged
Reply #3 -
Sep 27
th
, 2009 at 9:53pm
Brett_Henderson
Offline
Colonel
EVERY OUTER MARKER SHOULD
BE AN NDB
Gender:
Posts: 3593
Daycab wrote
on Sep 27
th
, 2009 at 9:06pm:
The entire fuselage wasn't like this, just stray pieces here and there...
I know (I think).. but that looks like an unwrap of a very complex part.. Picture what it would look like, if you tried to represent the entire surface in 2 dimensions. Try selecting all the wing polygons and detaching them into their own part(s)... so you have just the fuselage...
Post a screenshot of the bitmap your using.. Look back at the post where I put up my PSP file.. You can see how all the parts are seperate (wings, tail, fueslage, etc..)
Back to top
IP Logged
Reply #4 -
Sep 27
th
, 2009 at 10:18pm
Daycab
Offline
Colonel
Where Zen ends, ass-kicking
begins!
Posts: 71
Can I use more than one UVW Unwrap? I have been using Flatten Mapping and getting what is above. If I use more than one modifier, I can use normal mapping and do Front/Back and Left/Right to get a much cleaner map...
Back/Front Mapping
Top/Bottom Mapping
daycab
Back to top
IP Logged
Reply #5 -
Sep 28
th
, 2009 at 1:18am
Daycab
Offline
Colonel
Where Zen ends, ass-kicking
begins!
Posts: 71
Box mapping is my friend...
Back to top
IP Logged
Reply #6 -
Sep 28
th
, 2009 at 6:56am
Brett_Henderson
Offline
Colonel
EVERY OUTER MARKER SHOULD
BE AN NDB
Gender:
Posts: 3593
There are as many ways to do this, as there are people doing it
The trick is to get the bitmap to work with the mapping (obviously).
My advice is to have several parts (sometimes even making the fuselage into several part).
You'll start getting a feel for it as you experiment.. no matter what is published; there's really only one way to learn this stuff.. practice !
Back to top
IP Logged
Reply #7 -
Sep 28
th
, 2009 at 10:26pm
Daycab
Offline
Colonel
Where Zen ends, ass-kicking
begins!
Posts: 71
Ok, I'm still having problems with this.
In trying to apply my textures, I did the following:
I mapped them to the part in Max, saved it and exported it as an x-file. Then I converted it to a mdl file and put it into the Extra folder. No problem here...
To apply the texture, I created the map as a 2048x2048 bmp. Then I used the Nvidia Plugin to convert it to a .dds, changed the name to Extra300s_T and dropped it in the texture folder. No deal. I just got a black plane again.
As an alternative, I used DXTbmp to convert it to a DXT5 file, then used Imagetool to convert it to a .dds, renamed it and moved it to the texture folder. Still no joy...
Anyone want to hazard a guess as to what I am doing wrong?
daycab
Back to top
IP Logged
Reply #8 -
Sep 28
th
, 2009 at 11:02pm
Brett_Henderson
Offline
Colonel
EVERY OUTER MARKER SHOULD
BE AN NDB
Gender:
Posts: 3593
First thing that comes to mind, is that there might be a filename issue. You've already got a texture to show up, so you've got that part down.
Are the filenames EXACTLY the same as the mapped files ? Are there any regular bitmaps lingering in the texture folder (like the one you used during mapping) ?
Back to top
IP Logged
Reply #9 -
Sep 29
th
, 2009 at 12:15am
Daycab
Offline
Colonel
Where Zen ends, ass-kicking
begins!
Posts: 71
Well I wish I knew what I did right before...
Back to top
IP Logged
Reply #10 -
Sep 29
th
, 2009 at 6:53am
Brett_Henderson
Offline
Colonel
EVERY OUTER MARKER SHOULD
BE AN NDB
Gender:
Posts: 3593
If it's a compression type (DXT5), and file type (DDS), that FSX recognizes.. and it's of perfect, binary dimensions.. and the pre-extension filename is exactly the same as the diffuse bitmap used in the material.. and it's in the texture folder... it WILL show up.
Now, ther are probably Max settings that GMAX does not have, so it could be something I'm not familiar with..
Check with the guys at the
www.freeflightdesign.com
forum
Back to top
IP Logged
Reply #11 -
Sep 30
th
, 2009 at 10:27pm
Daycab
Offline
Colonel
Where Zen ends, ass-kicking
begins!
Posts: 71
Ok, so I figured out what I was doing wrong. It does wonders when you apply the CORRECT texture to the model before you export it...
But I do still have the problem I had before. The textures are not lining up.
Any thoughts?
Daycab
Back to top
IP Logged
Reply #12 -
Sep 30
th
, 2009 at 10:42pm
Brett_Henderson
Offline
Colonel
EVERY OUTER MARKER SHOULD
BE AN NDB
Gender:
Posts: 3593
I'd have to see a screenshot of the mapping, and a screenshot of the bitmap.
Back to top
IP Logged
Reply #13 -
Sep 30
th
, 2009 at 10:59pm
Daycab
Offline
Colonel
Where Zen ends, ass-kicking
begins!
Posts: 71
Here they are together. Is that what you need?
Back to top
IP Logged
Reply #14 -
Oct 1
st
, 2009 at 7:00am
Brett_Henderson
Offline
Colonel
EVERY OUTER MARKER SHOULD
BE AN NDB
Gender:
Posts: 3593
Yeah.. that's what I needed to see.
OK.. this is where the differences between Max and Gmax might come into play.. but I think it's pretty close.
Try mapping each part (or group of polygons) individually with just the UVW (no unwrap).
-Select a part (or mesh select a group of polygons.. ie a fuselagge or wing half), and add a UVW.
--Expand the UVW and select the gizmo
---Move and resize the GIZMO until the bitmap is aligned to just THAT part (or selected polygons)
(In Gmax..if it is selected polygons, you'll need to collapse the UVW before selecting other polygos (like the other half).
Your bitmap does not need the unwrap option, because it's not designed to be "wrapped" around a part.
You might find that as you add details (like rivets), you might need to use an unwrap, to keep details from "stretching".. But from the looks of your map. it looks like you've got that taken care of. It looks like you've selected polygons in groups that will map (the fuselage for example) from top/bottom and both sides.
Back to top
IP Logged
Reply #15 -
Oct 2
nd
, 2009 at 7:37pm
N2056
Offline
Colonel
I roll my own!
San Diego, CA, USA
Gender:
Posts: 62
The mapping looks okay, but from studying the 2 pics it looks to me like you are forgetting to flip the texture before you save the .dds file
Remember...This is Fun!
Back to top
IP Logged
Reply #16 -
Oct 2
nd
, 2009 at 7:46pm
Daycab
Offline
Colonel
Where Zen ends, ass-kicking
begins!
Posts: 71
Can you elaborate on 'flip the texture?'
Also, when you save it as a .dds, do you save it as a 2d or 3d image?
Last but not least, why are dentists designing texture formats for FSX?
Back to top
IP Logged
Reply #17 -
Oct 2
nd
, 2009 at 8:04pm
N2056
Offline
Colonel
I roll my own!
San Diego, CA, USA
Gender:
Posts: 62
I took your posted texture & flipped it in PSP...for me when I am ready to save a .dds version I 'merge' all of my layers into a single layer, and then I flip it (not sure of the photoshop function). Then I save it in .dds format.
Remember...This is Fun!
Back to top
IP Logged
Reply #18 -
Oct 2
nd
, 2009 at 8:37pm
Brett_Henderson
Offline
Colonel
EVERY OUTER MARKER SHOULD
BE AN NDB
Gender:
Posts: 3593
Ahh yes.. the flipping
I use ImageTool for the DDS save (it flips it for you)
Back to top
IP Logged
Reply #19 -
Oct 2
nd
, 2009 at 10:31pm
Daycab
Offline
Colonel
Where Zen ends, ass-kicking
begins!
Posts: 71
I did that and the textures were properly placed, but they were backwards and all distorted...
Back to top
IP Logged
Reply #20 -
Oct 3
rd
, 2009 at 12:11pm
Daycab
Offline
Colonel
Where Zen ends, ass-kicking
begins!
Posts: 71
You know, I'm beginning to think someone upstairs does not want me to complete a plane for FS. When I logged in, there was no Reply button, just Quote...
At any rate, SUCCESS!
But here's the odd thing. It wasn't anything I did to generate this success. I loaded the plane, got my screwed up textures, then on a whim decided to increase the texture resolution size. The texture fell into place perfectly...
Any guess on why that is?
daycab
Back to top
IP Logged
Reply #21 -
Oct 3
rd
, 2009 at 12:43pm
Brett_Henderson
Offline
Colonel
EVERY OUTER MARKER SHOULD
BE AN NDB
Gender:
Posts: 3593
First.. I want to say, that's a very nice model
Second.. I think the differences between Max and Gmax will get me into trouble, giving advice
Most important, is that you're learning the true art of modeling for FSX.. in that sometimes you don't even know how or why you figured it out
I will advise though.. that as you learn FSX material options.. you're going to find that it's best to map parts individually, rather than all at once. That will make sense as you get into it.
Back to top
IP Logged
Reply #22 -
Oct 3
rd
, 2009 at 2:14pm
Daycab
Offline
Colonel
Where Zen ends, ass-kicking
begins!
Posts: 71
Well, my reply button is back at least...
Thanks for the compliment; I consider that very high praise...
But I think that while modeling was a bitch-kitty, getting a good texture down is becoming the sign of a true master. Painting is a talent and I don't think I'm that good at it. I would love to be the modelling part of a design team... 8)
At any rate, I am developing a new respect for repainters. I always used to think that people who did repaints were simply too lazy to learn how to do a whole model and while that may be true in a few cases, it's a LOT of work and you can't say they haven't accomplished something.
So good on ya' to the paint department...
daycab
Back to top
IP Logged
Reply #23 -
Oct 3
rd
, 2009 at 2:23pm
N2056
Offline
Colonel
I roll my own!
San Diego, CA, USA
Gender:
Posts: 62
Looking good!
Over time you will get a feel for how texture resolution & the size of a part being mapped work together. Textures & mapping were tough for a long time for me, but now it's pretty easy.
Remember...This is Fun!
Back to top
IP Logged
Reply #24 -
Oct 3
rd
, 2009 at 3:59pm
Daycab
Offline
Colonel
Where Zen ends, ass-kicking
begins!
Posts: 71
I was playing around with textures and ended up with this... My son asked me to make him a version for him to fly.
Back to top
IP Logged
Reply #25 -
Oct 3
rd
, 2009 at 4:12pm
N2056
Offline
Colonel
I roll my own!
San Diego, CA, USA
Gender:
Posts: 62
Cool!
I'd say you are pretty much hooked now...
Remember...This is Fun!
Back to top
IP Logged
Reply #26 -
Oct 3
rd
, 2009 at 8:54pm
Daycab
Offline
Colonel
Where Zen ends, ass-kicking
begins!
Posts: 71
Me become addicted? Naa....
I was just fooling around before, but I may actually do a fictional livery like this. Add some sponsor logos, some details like rivets, and off you go!
Back to top
IP Logged
Reply #27 -
Oct 4
th
, 2009 at 1:41pm
Felix/FFDS
Offline
Admin
FINALLY an official Granddad!
Orlando, FL
Gender:
Posts: 1000000627
Okay, it's time to put my foot down. You're having waaaaay too much fun textuing the damn thing already.
GET SOME CONTROL SURFACES ON THE THING!!!
Felix/
FFDS
Back to top
IP Logged
Reply #28 -
Oct 4
th
, 2009 at 1:48pm
Daycab
Offline
Colonel
Where Zen ends, ass-kicking
begins!
Posts: 71
I've got them, they're just hidden...
Speaking of which, I think I'll give animating a shot now. Anybody know where there's tutorial on it? The SDK isn't exactly a wealth of info on how to go about it...
Back to top
IP Logged
Reply #29 -
Oct 5
th
, 2009 at 6:49pm
Felix/FFDS
Offline
Admin
FINALLY an official Granddad!
Orlando, FL
Gender:
Posts: 1000000627
... good.
(post started elsewhere)
Felix/
FFDS
Back to top
IP Logged
Reply #30 -
Oct 5
th
, 2009 at 7:40pm
Daycab
Offline
Colonel
Where Zen ends, ass-kicking
begins!
Posts: 71
Are you saying I should stop bragging and get back to work?
Back to top
IP Logged
Reply #31 -
Oct 5
th
, 2009 at 8:13pm
Felix/FFDS
Offline
Admin
FINALLY an official Granddad!
Orlando, FL
Gender:
Posts: 1000000627
Daycab wrote
on Oct 5
th
, 2009 at 7:40pm:
Are you saying I should stop bragging and get back to work?
One can always hope, eh?
Felix/
FFDS
Back to top
IP Logged
Reply #32 -
Oct 7
th
, 2009 at 7:49am
Felix/FFDS
Offline
Admin
FINALLY an official Granddad!
Orlando, FL
Gender:
Posts: 1000000627
... a lot better!
Felix/
FFDS
Back to top
IP Logged
Reply #33 -
Oct 7
th
, 2009 at 9:15am
Daycab
Offline
Colonel
Where Zen ends, ass-kicking
begins!
Posts: 71
Thanks...
Back to top
IP Logged
Pages:
1
‹
Previous Topic
|
Next Topic
›
« Home
‹ Board
Top of this page
Forum Jump »
Home
» 10 most recent Posts
» 10 most recent Topics
Current Flight Simulator Series
- Flight Simulator X
- FS 2004 - A Century of Flight
- Adding Aircraft Traffic (AI) & Gates
- Flight School
- Flightgear
- MS Flight
Graphic Gallery
- Simviation Screenshots Showcase
- Screenshot Contest
- Edited Screenshots
- Photos & Cameras
- Payware Screenshot Showcase
- Studio V Screenshot Workshop
- Video
- The Cage
Design Forums
- Aircraft & 3D Design ««
- Scenery & Panel Design
- Aircraft Repainting
- Designer Feedback
General
- General Discussion
- Humour
- Music, Arts & Entertainment
- Sport
Computer Hardware & Software Forum
- Hardware
- Tweaking & Overclocking
- Computer Games & Software
- HomeBuild Cockpits
Addons Most Wanted
- Aircraft Wanted
- Other Add-ons Wanted
Real World
- Real Aviation
- Specific Aircraft Types
- Autos
- History
On-line Interactive Flying
- Virtual Airlines Events & Messages
- Multiplayer
Simviation Site
- Simviation News & Info
- Suggestions for these forums
- Site Questions & Feedback
- Site Problems & Broken Links
Combat Flight Simulators
- Combat Flight Simulator 3
- Combat Flight Simulator 2
- Combat Flight Simulator
- CFS Development
- IL-2 Sturmovik
Other Websites
- Your Site
- Other Sites
Payware
- Payware
Old Flight Simulator Series
- FS 2002
- FS 2000
- Flight Simulator 98
Simviation Forum
» Powered by
YaBB 2.5 AE
!
YaBB Forum Software
© 2000-2010. All Rights Reserved.