Hi, > If you look here: > http://24.121.17.106/fgfs/screenshots/ > I have 3 screenshots of a practice model aircraft that I've been working on to > learn how to model and texture things for FG. As you can see I've got a long > way to go! My model is for all sakes and purposes finished (a few intakes need adding), however it still sits on my box due to the seemingly complicated method of camouflage and roundels - i.e. textures don't seem to work all that well at in these cases. Now python and blender and gimp and python could feasibly work together I'm considering a better UV integration between the 3.
The model looks quite good for a first attempt, Is the texture on the cockpit window set to be transparent? - It appears blue but you can see through it. > First off.. the model is half see through, I think I need to make it 2 faced? > if so I'm not sure how to do that. I did have to use crtl-N to get it this > far, but if you look at the last screenshot.. fgfs-screen-012.png you can see > that from the inside you can see straight through to the ground :( > I need to fix that. You have two options - I don't know for sure which is better. You can make the model 2 faced or you can build an inside to your cockpit so that it only has to be single faced (this maybe better from a drawing standpoint). I would imagine that a 2 faced model would mean each face effectively had to be drawn twice, which would imply a performance hit but I'm not sure. > > Also, I made the model originaly as a half of model, then duplicated it and > mirrored it so both sides would be the same. you can see that it sorta looks > opposite as far as the faces go.. still need to figure that out too. When you mirror something in blender it has the annoying habit of leaving the normals on the mirrored face pointing inward. You can normally see this on an untextured object when shading is turned on and it is black on the mirrored object outside. Or you could turn on face select mode and ask it to display the normals (this is also useful for correcting individual face orientation). > > Then comes the texturing.. I was hoping to be able to make it like the texture > for the cesna, but that didn't work.. I then made a blue graphic w/ a white > box in one corner so I could see what was happening, and it looks to be > repeating it'self accross the whole model. This sounds like you haven't mapped the faces correctly. You can load the texture in an image window (the screen should be split at this stage) then select an appropriate view from the 3d window and select faces (in face select mode) that you want to map. I think you then press the U button and select 'from window' in the menu that appears (or another appropriate option). It's nice to have the textured faces showing (alt-z) and the image window locked to update vertexes as you move them in the image window. > I put the texture on using faces and the person icon in the other window.. > like Fred and Jim posted in an earlier thread, but not sure how to position a > part of it onto a part of the model. > > I'd like to be able to help w/ building models and 3d cockpits, but I still > need more practice and need to learn more about how to put textures on. > > If anyone can see where I'm going wrong I'd be interested in knowing! > > FWIW I'm pretty happy w/ the canopy :)) It turned out the way I invisioned it > to be :) > > MTIA > > WillyB > > > _______________________________________________ > Flightgear-devel mailing list > [EMAIL PROTECTED] > http://mail.flightgear.org/mailman/listinfo/flightgear-devel -- Christopher S Horler <[EMAIL PROTECTED]> _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
