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› Gmax exporting issues
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Gmax exporting issues (Read 562 times)
Jul 11
th
, 2010 at 10:48pm
Happyapple96
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Vancouver, Canada
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Posts: 58
Hi guys
I'm currently making a plane, but the test model in fs9 has millions of missing polys and there are holes and scratches everywhere, which looks extremely awful. It looked perfectly normal in Gmax. Did anyone encounter the same problem? I tried to fix it but nothing seemed to work. To be honest,
I'm sort of desperate
Any suggestions will be greatly appreciated.
The nose Gmax In fs
The flaps Gmax In fs
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Reply #1 -
Jul 12
th
, 2010 at 7:25am
Brett_Henderson
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EVERY OUTER MARKER SHOULD
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Without seeing the model up close in Gmax.. I'll have to guess.
A big problem I see right away, is that you used 'MeshSmooth'. That's like a tool of last resort. You end up with non-linear edges and other anomlies. See where some of your edge lines cross each other, or seem to go off on their own ? FS9 is sensitive to total polygon count.. and it looks like you've got more than 1,000 polygons in just the tip of that nose.
And see where edge-lines of axis, and edge-lines of circumfrence end up "zig-zagging" ? That's not good either.
You've probably got faces that cross through each other, too. Which will make mapping a texture a nightmare.
Same with the flaps and thier "pods". Random polygon partioning and "T" intersections for edge-lines.
My advice would be to get rid of the MeshSmoothing on the fuselage. You've got more than enough 'sides' in that cylinder, and you only need a few cross-sections. Use the 'Smooth' function in
mesh editing
; selecting groups of polygons where extra smoothing is needed. Also.. delete one side of the fuselage for the shaping of it.. then clone/mirror/attach for the other half.. and weld all the intersecting vertices.
Same with the flaps and pods. The flaps need only be flattened cylinder, and then you can build non-symetric details where needed, a polygon at a time. Treat the pods like little fuselages.
Save MeshSmooth for parts you just can't get right.. and then go in and clean it up.. ala.. deleting/dividing polygons and welding vertices..
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Jul 12
th
, 2010 at 3:09pm
Happyapple96
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Vancouver, Canada
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Posts: 58
Thanks for the reply Brett!
I will go and try this, but won't the plane look edge-y?
By the way, is there a way to achieve the smoothness of the Project Opensky models?
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Reply #3 -
Jul 12
th
, 2010 at 4:48pm
skoker
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Happyapple96 wrote
on Jul 12
th
, 2010 at 3:09pm:
By the way, is there a way to achieve the smoothness of the Project Opensky models?
Use more sides.
Posky models are higher on the polygon count scale.
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Reply #4 -
Jul 12
th
, 2010 at 7:23pm
Brett_Henderson
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EVERY OUTER MARKER SHOULD
BE AN NDB
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Posts: 3593
skoker wrote
on Jul 12
th
, 2010 at 4:48pm:
Happyapple96 wrote
on Jul 12
th
, 2010 at 3:09pm:
By the way, is there a way to achieve the smoothness of the Project Opensky models?
Use more sides.
Posky models are higher on the polygon count scale.
It looks like he's got 32 sides on that fuselage. That
can
be enough, but for a big jet, I'd go with 36 sides.
As for the cross-sections.. a 757 nose can be done very smoothly with 1/2 of the number seen there. It just takes careful moving/shaping, and the standard smoothing (NOT MeshSmooth) finishes it off. This is where working on a 1/2 fuselage comes in handy. ... you don't have to worry about missing(messing up) the extra vertices... Each half will be mostly a mirror of the other.. so when you get it perfec, just clone/mirror/attach/weld
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Reply #5 -
Jul 16
th
, 2010 at 7:33pm
Happyapple96
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Vancouver, Canada
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Thanks so much for the advice guys!
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