User talk:Hvengel: Difference between revisions

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::[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 10:44, 4 July 2014 (UTC)
::[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 10:44, 4 July 2014 (UTC)
I have very carefully gone over the three objects to make sure that the UV maps had no overlapping or 0 area faces in the UV map.  In the case of the cowl I actually removed parts of it that were not part of the main exterior surface.  These consisted of things like the cylindrical surfaces for the air intake holes, the edge and internal surfaces of the exhaust cutout, the internal air intake passages (behind the holes on the side of the cowl) and the front ring that is next to the spinner which are all now separate objects now.  The cowl in now much simpler (still a fairly complex shape in the chin scoop area) with no folded over edges or inside surfaces.   
So here are some screen shots:
[[File:Cowl UVMap.jpg|thumb|Cowl UVMap]]
[[File:Cowl In Sim Normals Normal.jpg|thumb|Cowl In Sim Normals Normal]]
[[File:Cowl In Sim Normals Flipped.jpg|thumb|Cowl In Sim Normals Flipped]]
These are high res screen shots (about 4.5 mega pixels each) so you should be able to see all of the necessary details.  The background in the UV map screen shot is the actual texture being used.  The line and hole detail in the texture was used to create the normal map.
[[User:Hvengel|Hvengel]] ([[User talk:Hvengel|talk]]) 18:08, 5 July 2014 (UTC) Hal
:Hi, I've moved your message here to have the discussion in one place.
:I took a look at the blender file. Sorry to say this but the mesh is a mess, and I suspect the somewhat flaky blender-2.6+ .ac export script is choking on it and spitting out garbage.
:For example on the '''cowl''' object there are 88 '''n-gons''' (faces with 5 or more vertices). This can cause issues with the winding order (which determines the respective face/normal orientation), even more so if the script tries to be smart and split those on its own. There is a blender script that's called '''MeshLint''' and can help with checking and fixing the meshes. You can find and enable it in the addons tab of the user-settings dialog. Try first manually splitting the n-gons into tris, recalculate normals and then re export the mesh from blender, see if that helps.
:I know working with booleans seems easier, but these are the ''hidden'' traps in that style of work, and you end up doing twice the work needed on the mesh to fix it up after the ''quick&dirty'' boolean operations.
:And that's a shame given the amount of work you obviously already put into it.
:HTH
:[[User:I4dnf|I4dnf]] ([[User talk:I4dnf|talk]]) 19:01, 5 July 2014 (UTC)
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