On Sunday 29 June 2003 06:23, Lee Elliott wrote: > Hello WillyB, > > I had a look at the screen shots and I think the problem about the normals > has been answered pretty clearly. > > A couple of things I noticed though: The blue area of the texture you're > using has a very slight gradient to it - was this intentional? While > you're trying to sort out geometry and smoothing problems, using a texture > with a subtle gradient could make things a bit confusing.
Yes, that was intentional, so I could see about how it was being mapped on the model.. also that is the reason for the white square. > > It looks like the texture is being mapped to each poly and not to the model > as a whole and that's why it seems to be repeating. It's interesting > because it shows the point order for each of the polys - unless you've > specifically mapped each poly that way. Nope... that was not intentional. > > There's some strange smoothing going on too - most of the polys seems to be > getting smoothed independently of each other i.e. the wings and left > tailplane in pic 12 compared with the right tailplane in this pic. I think now from reading other replys it's because of the normals not being right after I shift-D and then S X to mirror or reverse it. > > Smoothing is done when there are two polys joined by a common edge, or even > a common vertex but the smoothing artifacts you're getting on the wings, > for example, don't appear to be due to smoothing across the polys making up > the surface of the wing - instead, it looks like each poly is getting > smoothed individually. However, this doesn't happen - if you have a single > poly there is nothing to smooth it with so it'll just appear flat. I'd > guess that each of these polys has another poly attached to it but it isn't > the one adjacent to it - two-sided perhaps? Hmm.. well.. I started with a circle and then deleted half of it.. then extruded the rest from that. So blender did what it did to it.. I did not do anything like purposly making it two-sided or anything. > It's because of the way that this smoothing works that I make the wings, > rudder and control surfaces in upper and lower (or left and right) halfs > with separate 'cap' objects to prevent the renderer from trying to smooth > 'hard' or sharp edges such as the wing trailing edges etc. > > Something to watch out for if you do this is that FG doesn't seem to like > objects consisting of a single poly so if you make a simple upper aileron > surface using a single four-sided poly, you'll have to manually split it > into two triangles before FG'll be happy with it. > > Another thing to watch out for is using polys with greater than four sides. > Once the model is loaded into FG all the polys with > 3 sides appear to get > triangulated and where you've made half of an object and then mirrored it, > the polys in each half of the mirror can get triangulated differently and > you end up with a glitch on just one side. The only way I've found around > this is to identify the polys concerned and manually triangulate them. > > LeeE > Thanks for the good points and tips :) I've added it to my file on how to model for flightgear. 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
