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Cutting problem in GMax (Read 355 times)
Feb 26
th
, 2010 at 7:21am
JakesF14
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IWhen I cut (boolean - subtract) in Gmax, the end result is not what it is supposed to be. Any idea why?
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Reply #1 -
Feb 26
th
, 2010 at 11:03am
nandi
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Hello.
make the -Stamp from a tube with middlepoint.
So the max must make the polygones in other way.
Bool and then with pointmove the inside form.
otherwise sometimes it works with more subdivide ( more points) the long lines.
Make the curves with 6 points that`s enough.
regard
nandi
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Reply #2 -
Feb 26
th
, 2010 at 7:26pm
Fr. Bill
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Frankly, I would have left the object planar, and then used ShapeMerge to cut the hole...
...then Extruded the result after cleaning up any extraneous vertices.
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 #3 -
Feb 27
th
, 2010 at 4:02am
nandi
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Hello
How to make it in less then 5 minutes with good poly.
This cut is excactly and clear because both parts has the same poly and max must not create other helppoints.
Regard
nandi
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Reply #4 -
Feb 27
th
, 2010 at 7:36am
LeeC
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Shouldn't be a problem really.
All I did here was create a rectangle, change the corner radius, extrude it, cap it, SHIFT+drag to copy it, scale it and then Boolean it. The result is the picture below...
The only thing I can think of, is did you create the shapes with two different Rectangles? If so, the number of vertices on each shape might have been different depending on the corner radius. Other than that, I cannot think of what the problem could be.
The suggestion by Fr.Bill is probably the best solution if you are working with "shapes" from the off.
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Reply #5 -
Feb 27
th
, 2010 at 7:54am
Brett_Henderson
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These are all interesting techniques... Let me come at it from another angle (no pun intended)..
If the cut your looking for, is a window in a fuselage... you won't have the luxury of making everything all symetrical.. you gotta work within the limitaions of the curves and possibly bends where the window(s) will go.
If it's literally the object we're working with here.. just start wit a 'Tube'
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Reply #6 -
Feb 27
th
, 2010 at 8:06am
LeeC
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Brett_Henderson wrote
on Feb 27
th
, 2010 at 7:54am:
If the cut your looking for, is a window in a fuselage... you won't have the luxury of making everything all symetrical.. you gotta work within the limitaions of the curves and possibly bends where the window(s) will go.
Because of GMax (and 3D Studio/Max) and the strange way they handle Booleans, the more complex the situation, the better the results can sometimes be.
Some shapes cause problems, others just take a little pre-planning before you use them.
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Reply #7 -
Feb 27
th
, 2010 at 9:06am
Brett_Henderson
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Yup.. and that same complexity that makes cutting "easier".. makes cleaning it up more tedious
No two situations are the same..
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Reply #8 -
Feb 27
th
, 2010 at 9:45am
LeeC
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Brett_Henderson wrote
on Feb 27
th
, 2010 at 9:06am:
Yup.. and that same complexity that makes cutting "easier".. makes cleaning it up more tedious
No two situations are the same..
That's why I mentioned the pre-planning.
Take the image I posted, by isolating the complex corners into a single poly, you can pretty much guarantee that the boolean output is about as clean as you are going to get it. You might have a little bit of edge turning to do, but nothing major.
The turned edge version unwraps uniformed, so you won't get any texture stretching, should be fine.
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Reply #9 -
Feb 27
th
, 2010 at 10:05am
Brett_Henderson
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Yeahh.. that looks alot like my last, multi-windowed model..
Also.. (going back to the original cut).. if it is going to be a window.. and you'll have to eventually model the "3-d-ness".. you again can just use a tube with the outer polys reomoved.. and then "fit" it into the fuselage.. It's more work at first, but doesn't need cleaned up (like those pesky vertices you can't even see at full zoom)..
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Reply #10 -
Feb 27
th
, 2010 at 11:01am
nandi
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Hello.
It`s very interesting here.
So I want to know why do you cut with bool the
fuselagewindows and get more vertex ?
I made the windows with alpha textures as glas.
For doors it`s ok, but for closen windows??
Regard
nandi
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Reply #11 -
Feb 27
th
, 2010 at 12:06pm
Fr. Bill
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Nandi, for a model that's intended to be AI only, "painted windows" are just fine, as would be user flown airliner models with many, many windows.
However, for smaller models that will feature a fully detailed interior, having "real windows" will allow the inside to be seen...
Even on larger aircraft with many windows, having "real windows" would allow the modeler to place a long, thin textured polygon on the inside to create the illusion of an 3d interior.
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 #12 -
Feb 27
th
, 2010 at 8:09pm
LeeC
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Brett_Henderson wrote
on Feb 27
th
, 2010 at 10:05am:
Yeahh.. that looks alot like my last, multi-windowed model..
Also.. (going back to the original cut).. if it is going to be a window.. and you'll have to eventually model the "3-d-ness".. you again can just use a tube with the outer polys reomoved.. and then "fit" it into the fuselage.. It's more work at first, but doesn't need cleaned up (like those pesky vertices you can't even see at full zoom)..
Forgive me if you are already aware of this technique, I don't mean to patronise.
Did you know that after you Boolean the shape out, you can select the inner ring of edges around the hole (left by the boolean) and then SHIFT + Move the edges inward, to create the inner_window faces?
If you want a lip on the outside, you can apply a small chamfer before SHIFT + Dragging the edges and then extrude the chamfered faces. For some reason, it appears to only allow you to chamfer a small amount, the corners seem to restrict the chamfer range.
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Reply #13 -
Feb 27
th
, 2010 at 9:06pm
Brett_Henderson
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LeeC wrote
on Feb 27
th
, 2010 at 8:09pm:
Brett_Henderson wrote
on Feb 27
th
, 2010 at 10:05am:
Yeahh.. that looks alot like my last, multi-windowed model..
Also.. (going back to the original cut).. if it is going to be a window.. and you'll have to eventually model the "3-d-ness".. you again can just use a tube with the outer polys reomoved.. and then "fit" it into the fuselage.. It's more work at first, but doesn't need cleaned up (like those pesky vertices you can't even see at full zoom)..
Forgive me if you are already aware of this technique, I don't mean to patronise.
Did you know that after you Boolean the shape out, you can select the inner ring of edges around the hole (left by the boolean) and then SHIFT + Move the edges inward, to create the inner_window faces?
If you want a lip on the outside, you can apply a small chamfer before SHIFT + Dragging the edges and then extrude the chamfered faces. For some reason, it appears to only allow you to chamfer a small amount, the corners seem to restrict the chamfer range.
Sure.. I've used those techniques.. and extruding.. There's really no best way to do most of it. Every situation is different.. and sometimes you just want to do it differently.
What I enjoy least, is hunting down those stray vertices.. usually I'll just 'snap' then to the nearest and then weld them. Using a tube as a foundation for a window (as opposed to cutting it).. never leaves a mess..
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Reply #14 -
Feb 28
th
, 2010 at 3:26am
nandi
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Hello Fr.Bill.
To see the interior through the window.
Is this the only point you want ?
You can make it with different grey color in the alphatexture on the fuselage.
From glas absolutly clear to see full the interior.
or semi to see the interior and glas
or full glas without seeing the interior.
Often you don`t need the interior.
Make only one paperwall inside in the middle of the fuselage and a textur
with passengers on it .
Mostly you see only the head from outdoor.
If opening passengerdoor you can set a person as paperwall in it
and not a full 3D person with a lot of poly.
If you set the person on the correct place you see from outdor only the front
of the passenger or steward.
Try it, you will be surprised.
Next picture is not the freeware you can get.
I made some blimps myself as static with FSDS
for a blimp meeting.
There is no one bool.
only textures
The windows are perfect, you see.
If you don`t belive it you can get a hardcopie from my FSDS
How to make the alphatextur for aircraftwindows.
Therefore at first you need not a bmp but a tga.
I make textures with Paint Shop Pro.
It makes alphas.
Then I must convert the tga to DXT3 with the DXTBmp-program to FS9.
Unfortunately bmp is not ever bmp as usual.
Between it gives different bmp, but you don`t see it if you have
only the name.
DXTBmp you must have.It`s the easists way to do.
I belive someone goes other ways.
Regard
nandi
Regard
nandi
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Last Edit: Feb 28
th
, 2010 at 5:10am by nandi
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Reply #15 -
Feb 28
th
, 2010 at 3:45am
JakesF14
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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 28
th
, 2010 at 4:35am
nandi
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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 28
th
, 2010 at 6:16am
garryrussell
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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
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Reply #18 -
Feb 28
th
, 2010 at 6:40am
LeeC
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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 28
th
, 2010 at 10:55am
nandi
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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 28
th
, 2010 at 1:46pm
garryrussell
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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
Garry
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Reply #21 -
Feb 28
th
, 2010 at 3:52pm
Fr. Bill
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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...
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
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Reply #22 -
Feb 28
th
, 2010 at 6:50pm
Felix/FFDS
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Fr. Bill wrote
on Feb 28
th
, 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...
... 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 1
st
, 2010 at 7:02am
nandi
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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 1
st
, 2010 at 8:06am
LeeC
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nandi wrote
on Mar 1
st
, 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 1
st
, 2010 at 8:55am
JakesF14
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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!
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Reply #26 -
Mar 1
st
, 2010 at 11:20am
nandi
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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 1
st
, 2010 at 12:38pm
Brett_Henderson
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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
But like anything else.. there are more than one way to skin the cat..
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Mar 1
st
, 2010 at 5:17pm
LeeC
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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.
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.
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 2
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, 2010 at 8:01am by LeeC
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