July 24, 200421 yr Hi guys:I splitted my fuselage in 3 parts, as you can see in the picture in circle number 1 is the first division and is perfect, but in circle number 2 is the second division but here is the problem you can see the division.How can i fix that ugly line in the fuselage??Best regardsJorge Oppenheimerhttp://forums.avsim.net/user_files/85210.jpg
July 25, 200421 yr Hi Jorge,Is the first division perfect from every angle ??Heres what i mean...I've cut out a door out of my fuselage and depending on what angle you view it from the edges can/can not be seen...http://forums.avsim.net/user_files/85232.jpghttp://forums.avsim.net/user_files/85235.jpgCan i ask why you've decided to cut the fuselage into three parts ??That Lear is looking awesome!!! :)http://homepages.ihug.com.au/~elche/Genera...a_fl_md_wht.gif http://homepages.ihug.com.au/~elche/Genera...a_fl_md_wht.gifDiego CoslovichWebsite: http://homepages.ihug.com.au/~elche/index.htm (under construction)E-mail: [email protected]
July 25, 200421 yr Hi Jorge,Very nice model!It looks like the visible split is a result of making the split at a point where the change in cross-section of the fuselage starts. The front split is invisible because you are joining two parallel tubes. The rear split is visible because you are joining a cone to a tube. ie the skins aren't parallel.I'm no expert so I have no answers, only questions. I'm toying with 3dsmax making models. Why did you split the fuselage into 3 parts.?Why not simply extrude the centre section rearwards to the end of the fuselage? and ditch the rear section you have already made? Sorry about that as I don't mean to be rude.Keep at it as it certainly looks great. Cheers,Roger Cheers, Roger http://forum.avsim.net/public/styles_images/flags/au.png
July 25, 200421 yr Commercial Member Weld the verts, and make sure the ajoining polies share smoothing groups.Best,Vin ScimonePMDGwww.precisionmanuals.comhttp://www.precisionmanuals.com/images/forum/devteam.jpg Vin Scimone Precision Manuals Development Group www.precisionmanuals.com
July 25, 200421 yr I am dividing the fuselage in 3 parts to textured better, i have run into problem when i apply junt one texture to the fuselage it is harder to align the texture.Jorge
July 25, 200421 yr Jorge,Is that GMAX or an FSDS model ?If GMAX then i would use poly select, UVW Map and Unwrap UVW modifiers for texturing. "i have run into problem when i apply junt one texture to the fuselage it is harder to align the texture"What kind of problems ? and could you please explain by "it is harder to align the texture" ? Do you find it harder for painting or texturing ?? :-hmmm I have kept my fuselage in 1 piece and divided it into 6 sections for texturing using the modifiers i mentioned above (front left, front right, middle left, middle right, rear left and rear right) without any problems.I hope I can help because that is 1 mighty fine model you have there!!! and i would love to see her up in the virtual skies!!:-wavehttp://homepages.ihug.com.au/~elche/Genera...a_fl_md_wht.gif http://homepages.ihug.com.au/~elche/Genera...a_fl_md_wht.gifDiego CoslovichWebsite: http://homepages.ihug.com.au/~elche/index.htm (under construction)E-mail: [email protected]
July 26, 200421 yr Thanks for your help, i did not think to keep the fuse in one piece and select the polys to texure it in 3 pieces, i am using FSDS 2, what i am trying to say about the texture is when you use just a single piece of texture for the hole fuselage is hard to get it right in the fuseage because somewhere it will get distorted.Jorge Oppenheimer
July 31, 200421 yr Jorge,Often you WILL want to split a fuselage into parts to model damage with "endcaps".When you "detached" the tail cone, the polygons are no longer adjacent, and hence no longer in the same smoothing group.You need to replicate the effect of the smoothing. You do this by manually adjusting the normals of the vertices at the seem.For a tutorial I wrote on this subject, fly on over to http://www.hovercontrol.com/cgi-bin/ib3/ik...=ST;f=10;t=5934
August 2, 200421 yr In FSDSv2, if there is a cross-section polygon at the end of one of the tube sections, it will cause the external shading to be unmatched. Go to your aft tube section, and switch to polygon mode and see if you have a large circular polygon at the split, if you do the remove it, and you'll find the shading/smoothing matches up perfectly. If you need the polygon there to make a back wall internally, then copy the after tube section as a separate part, and save just the peice you need and delet the rest. 1 part for the tube, and 1 part for the back wall. You might need to do this for both sections, if both have an end polygon.
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