On Sunday 29 June 2003 00:36, Christopher S Horler wrote: > 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. >
Thanks :) Yes, it's supposed to be clear blueish 'glass' cockpit.. I was pretty happy that it worked out that way on the first attempt! > > 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). Ok, I've seen that before. > > > 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. The texture mapping is what I need to do a lot of work on learning... along with making the polygons the way they should be. The model is only 3 objects.. left side, right side and cockpit. I just selected the left side and then in the other window I put it in UV mode.. the little face in the Current Window Type pull up.. and loaded the texture. That was all I did before I exported it and took the screenshots. > > > 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 > > Thanks for replying :) Re's WillyB > > > > _______________________________________________ > > Flightgear-devel mailing list > > [EMAIL PROTECTED] > > http://mail.flightgear.org/mailman/listinfo/flightgear-devel _______________________________________________ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
