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

Reply via email to