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Cutting problem in GMax (Read 354 times)
Reply #15 - Feb 28th, 2010 at 3:45am

JakesF14   Offline
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Thank you for all the replies! What I've used at the end was the cookie cutter option. The normal methods work, but as soon as the subtracted (or second object) is nearly the same size -leaving thin edges, then i get this problem.

Thank you for all the help, guys!
 

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Reply #16 - Feb 28th, 2010 at 4:35am

nandi   Offline
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Hello Jakes F14.
For what do you need that?
May be you can do that with an alphatexture.
regard
nandi
 
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Reply #17 - Feb 28th, 2010 at 6:16am

garryrussell   Offline
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It is far better to cut the widows out

That way the alpha can be used for shine and the windows can be done properly with a thickeness between the inner and outer wall with the glass itself appearing as a seperate part sometime bulged out and sometimes slightly inset as in real life.

Making them from alpha is very easy...simply draw the shape and use a tinted version of that as the aplha.....

But it is not very realistic compared to properly cut windows..plus as I said above you can have relective if you have not made the part alpha transparent..plus you can have reflective glass if you've gut the windows out Smiley


 
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Reply #18 - Feb 28th, 2010 at 6:40am

LeeC   Offline
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Nandi, the problem with alpha textures is that they are only as good as the resolution/quality you see them at, and unfortunately, people can see them at a lower quality than you draw them. Try turning your mipmap levels right down and the filtering off, and have a look at that blimp again.

Geometry detail is controlled by you, the more polys you use, the more people see, but they can never see less than you use.
 
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Reply #19 - Feb 28th, 2010 at 10:55am

nandi   Offline
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Hello.
At all.
Thanks for your answers.
It`s very important for me to hear your opinion.
So I can better understand what is important for you.

Regard

nandi
 
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Reply #20 - Feb 28th, 2010 at 1:46pm

garryrussell   Offline
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Indeed nandi
Different approaches for diffeent needs

Cutting out with alpha does have it's uses for sure

The cargo nets were made that way..just a solid disc with the net drawn on and alpha cut out

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Garry
 
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Reply #21 - Feb 28th, 2010 at 3:52pm

Fr. Bill   Offline
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Nandi, that's a very nice looking blimp!

I've only been modeling for about fifteen years, so I'm sure I don't know all the tricks yet...  Grin
 

Bill
... Gauge Programming - 3d Modeling Eaglesoft Development Group Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10 NOTE: Unless explicitly stated in the post, everything written by my hand is MY opinion. I do NOT speak for any company, real or imagined...
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Reply #22 - Feb 28th, 2010 at 6:50pm

Felix/FFDS   Offline
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Fr. Bill wrote on Feb 28th, 2010 at 3:52pm:
Nandi, that's a very nice looking blimp!

I've only been modeling for about fifteen years, so I'm sure I don't know all the tricks yet...  Grin



... and to whoever thinks that Fr. Bill is stating the opposite, does not know him well.  Yes, he knows a lot, but even that old fox still learns new tricks from other people!

The beauty of modelling (in general, and flightsim modelling in particular) is that no matter how much you know, there is always some little tip, trick, .... something, that "turns on a lightbulb"  in even the most experienced modeller.

 

Felix/FFDS...
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Reply #23 - Mar 1st, 2010 at 7:02am

nandi   Offline
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Hello.
The cargonet is the best example.
To make that with poly should be absolutly crazy. :-D
For every thing  it gives a solution.

But does you know that the most developer
don`t know how to work with textures.

If you put the texture on a part you can stretch it.
Bigger or smaller different for all sites.
But that is only possible if you have that in your mind
while making the texture.
Therefore you need space arround.
I never need partshapes for the texture.

And for F..Bill
What you can or not isn`t important.
Important is to show it.

I make 3D, every day, since the first 3D-programm was offered.
I made all you need for Simcity,the Sims or Trainsimulator.
I know tricks you never heard.

But every day I`m trying to hear what other friends are doing.
Nobody is perfect and makes mistakes.
Mistakes are a very fine thing.
A lot of tricks were found because someone made a mistake.

I`m very enjoyed to see that here more and more  showing pictures
and declares what is better to do.

It must not be perfect.
Important is the idea, because each idea is food for the mind to
make other new ideas.
And it`s a help for beginners too.
I`m a beginner every day.

I make just a nice roboter and later Nr.5.
I made them about 20 years ago and can`t convert.
They get a handholdsign " to London " ore anywhere.
I place them beside the runway where the aircraft is ready to start.
That`s me
I`m not the 100% flightsimmer.
I like surprises.
Ever ready for a yoke.
Don`t worry, be happy.

Old old man greetings to the world.
nandi

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Reply #24 - Mar 1st, 2010 at 8:06am

LeeC   Offline
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nandi wrote on Mar 1st, 2010 at 7:02am:
But does you know that the most developer don`t know how to work with textures.

I have to disagree with that, sorry. I've been a professional game/software developer for over 24 years and I have never yet seen an artist that doesn't know how to work with textures. Unless it is one that has never done any 3D modelling at all.

In fact, when you are working with textures for things like the DS or mobile phones, you have to know how to work with them. You could be creating a whole games worth of textures in a 256x256 image, not just a single model's worth.
 
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Reply #25 - Mar 1st, 2010 at 8:55am

JakesF14   Offline
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OK, OK! all I asked was how to do a better cut than the normal boolean -subtract option in GMax. I got my answers!     Wink

 

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Reply #26 - Mar 1st, 2010 at 11:20am

nandi   Offline
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Hello LeeC
once more.

My English is not good enough to declare what is stretching.

I believe you are  an old fox.
Please declare here and show what is to do when you have 2 different
boxes and only the same textur yello with green stripe as shown left.
How get you the stripes exactly as shown.

Beginners will love you.

May be the administrator makes a new thread?

Regard
nandi

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Reply #27 - Mar 1st, 2010 at 12:38pm

Brett_Henderson   Offline
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I'd select both boxes.. then 'Mesh Select' all the relevant polygons.. then the 'UVW'.. and then 'Unwrap' it..  then use the bitmap for the 'Edit Unwrap' background.. and use uniform sizing of the unwrap vertices until it fit  Smiley

But like anything else.. there are more than one way to skin the cat..   Cool
 
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Reply #28 - Mar 1st, 2010 at 5:17pm

LeeC   Offline
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Actually, this could be quite useful just to show what we mean about different solutions for a situation... although I do think it should be a separate thread. But while we're here...

Here is that situation with 3 alternate methods to get there.

The texture sizes are purely for reference to show what size textures I used to acheive the result.

Method 1 is more time, better for texture usage, slightly worse on geometry detail. Not flexible at all, as texture coords are shared across the whole model. Better resistant to low mipmap levels as the geometry defines the edges of the colours.

Method 2 is a quicker than 1, uses less geometry detail but more texture detail. Still isn't particularly flexible as texture coords are still shared. Only the top edge of the green bar will resist low mipmap levels, the bottom edge could blur quite badly, especially with small, low-res textures.

Method 3 is the quickest, uses least geometry detail and the same texture detail as 2. Although the texture will be slightly bigger as the 2 colour changes will break the compression twice, instead of once. This is also the most vulnerable to low system specs as the whole detailing could end up blurred with a mipmap level reduction. It still uses shared texture coord space, so is still very restricted in its usage.

From there, you can evolve to numerous other methods, using combinations of shared texture space and unique coords per face. As Brett stated, with modelling and texturing, there are almost an infinite number of cats and an equally infinite number of ways to tex... sorry, skin them.  Wink

It purely depends on what you want, but more importantly, what you want other people to see.

Edit: I wrongly used the term Planar mapped on method 3.  Embarrassed Just to be clear, box mapping was applied and that mapped the side faces with no further work needed, the only change needed was the mapping of the top faces.

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« Last Edit: Mar 2nd, 2010 at 8:01am by LeeC »  
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