Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 6 7 8 [9] 10 11 12 ... 14   Go Down

Author Topic: WIP Iowa BB61  (Read 46587 times)

0 Members and 1 Guest are viewing this topic.

western0221

  • Modder
  • member
  • Offline Offline
  • Posts: 6790
  • Live in Japan
    • IL-2 itaki blog
Re: WIP Iowa BB61
« Reply #96 on: August 18, 2012, 04:57:11 AM »

and...
these "stripes" seems to be UV mapping problem...



Logged

Diving_Hawk

  • member
  • Offline Offline
  • Posts: 423
Re: WIP Iowa BB61
« Reply #97 on: August 18, 2012, 05:10:11 AM »

They are actually texture problem.

I was trying to paint a completely different effect to break the monotony of single bluew stripes like lets say a stripe with a geometry on it. Instead I ended up with this.
Texturing is not one of my best areas.

When i work in this again I'll try to do a better attempt. When I get time because right now university exams are again near I will solve those little texture issues.

In the meantime if you find more that need fixing a post would be good so they don't elude me.
Logged

western0221

  • Modder
  • member
  • Offline Offline
  • Posts: 6790
  • Live in Japan
    • IL-2 itaki blog
Re: WIP Iowa BB61
« Reply #98 on: August 18, 2012, 05:33:30 AM »

Please check #95 comment in Page8, too.
Logged

Diving_Hawk

  • member
  • Offline Offline
  • Posts: 423
Re: WIP Iowa BB61
« Reply #99 on: August 18, 2012, 08:46:51 AM »

Seen, thanks
Might be a UV prob in some of them too as it seems a pattern is repeating.

For the bars I suspect the culprit is not smoothing but making all their UV per sections in same place and then adding weathering to that so pattern repeats , I guess it would be easy to fix those as soon as I get some time.
The smoke stack I made a UV section ( the one that is more bright) seperate than the others and I must have forgot to add same level of weathering.
These are the relatively easy ones to fix , some change in UV and weathering and they will be good.

I also overdid it with weathering in areas in the texture ( the case of forward mast) so some bright spots are also by this factor.

The hard ones are the lighter texture on side things with 40mm and rear tower. I see no bad thing in UV, these must be purely due to smoothing.
I wonder if the fact that I used higher parameters in .mat file plays a role in making some of this issues. Will test more.

I will try to fix them.
Logged

Diving_Hawk

  • member
  • Offline Offline
  • Posts: 423
Re: WIP Iowa BB61
« Reply #100 on: August 18, 2012, 09:12:12 AM »

Ok update on the above.
The autosmooth is the culprit.
Somehow it auto smooths the whole mesh on export to 3ds.

See those shaded models.


So i guess 1st step to fix those shading issues is to find a way to stop the auto smoothing on export.
If I have any progress on the matter I will notify here.
Logged

western0221

  • Modder
  • member
  • Offline Offline
  • Posts: 6790
  • Live in Japan
    • IL-2 itaki blog
Re: WIP Iowa BB61
« Reply #101 on: August 18, 2012, 10:00:55 AM »

Ok update on the above.
The autosmooth is the culprit.
Somehow it auto smooths the whole mesh on export to 3ds.

I know well about only 3ds Max, not about others like Blender...
I think smoothing by automatic is not good, finally manual is better.

In 3ds Max , smoothing is achieved by the function "Smoothing group from No.1 to No.32".
I set those smoothing groups manually by 1 polygon and the next polygon, ...
At making Cylinder or Sphere, the number of the smoothing group is automatically assined by 3ds Max to curved surfaces,
but I usually remove those numbers once and set new numbers manually to avoid irregular Normals/strange brightness.
Logged

Diving_Hawk

  • member
  • Offline Offline
  • Posts: 423
Re: WIP Iowa BB61
« Reply #102 on: August 18, 2012, 11:20:27 AM »

It's a silly thing really.

Even if I apply auto sharp modifier to the model and turn everything to sharp,
somehow upon export to 3ds it's auto smoothed so I get smooth mesh.

And I see no selection saying smooth upon export or sth. It just does it.
I tried making selected polys smooth. In Blender alll appears well, after export all is smooth yet again ???

Logged

asheshouse

  • SAS Team
  • member
  • Offline Offline
  • Posts: 3255
Re: WIP Iowa BB61
« Reply #103 on: August 18, 2012, 11:41:51 AM »

You may have to select each smoothing group, then detach, then attach again, so as to force the separation between each smoothing group.
Logged

western0221

  • Modder
  • member
  • Offline Offline
  • Posts: 6790
  • Live in Japan
    • IL-2 itaki blog
Re: WIP Iowa BB61
« Reply #104 on: August 18, 2012, 12:06:13 PM »

You may have to select each smoothing group, then detach, then attach again, so as to force the separation between each smoothing group.

I heard ago...
Diving_Hawk doesn't use 3ds Max / GMAX anyway.
He uses Blender via converter.
Smoothing group may be the only function which Max has, other 3D modelers don't have it.
Logged

Diving_Hawk

  • member
  • Offline Offline
  • Posts: 423
Re: WIP Iowa BB61
« Reply #105 on: August 18, 2012, 01:44:37 PM »

No I find out Blender can use smoothing groups by assigning vertex groups then giving each a smooth/sharp modifier.
Maybe though the 3ds exporter since it's free software cannot handle them well.

I will try Asheshouse suggestion too, I have nothing to loose.
Logged

Diving_Hawk

  • member
  • Offline Offline
  • Posts: 423
Re: WIP Iowa BB61
« Reply #106 on: August 22, 2012, 02:43:14 AM »

Tried anything but autosmooth is still there. Like it's exporter related or sth.
Anyway I posted a question in Blender 3d dedicated site and waiting for their answer to see why that happens.
Logged

Sleepingdragon

  • member
  • Offline Offline
  • Posts: 499
Re: WIP Iowa BB61
« Reply #107 on: August 24, 2012, 01:21:21 PM »

Amazing. Thanx for all this effort and time. Please keep in mind the FR situation some of the new ships have, as I must be able to use this in my FMB......My alternate history projects will love htis.  ;D
Logged
Pages: 1 ... 6 7 8 [9] 10 11 12 ... 14   Go Up
 

Page created in 0.038 seconds with 25 queries.