Re: [Flightgear-devel] Yet another blender modelling question...

2005-01-06 Thread David Megginson
On Thu, 6 Jan 2005 09:26:58 +, Matthew Law [EMAIL PROTECTED] wrote:

 Hello again,
 although my free time has been in short supply recently, I've been
 plodding on with some Blender models.  I've noticed a lot of the
 tutorials available for blender use sub-surf techniques to get smooth
 results on curvy forms like cars and aircraft.  Can this be used for
 FGFS models which will be exported to AC3D or is the sub-surf lost? - as
 I understand it the sub-surface algorithms are just a type of mesh
 smoothing operation.  Or am I way off the mark here?

I don't know, to tell the truth, but all that goes out to AC3D format
(and all that plib can use) is polygons, colours, and textures (one
texture per object).


All the best,


David

-- 
http://www.megginson.com/

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Re: [Flightgear-devel] Yet another blender modelling question...

2005-01-06 Thread Matthew Law
I googled around on the subject and I believe that the sub-surface version 
of the model is only a kind of visual thing done inside blender.  The 
objects within the model itself remain in their lower poly form through out.

I've just thought that I might be able to get a really nice smooth but
higher poly model by using nurbs surfaces to model half of the fuselage,
say.  Then I'll convert it to a mesh and duplicate, mirror and join it
to make the whole thing.  Does this sound reasonable?

All the best,

Matthew.

* David Megginson [EMAIL PROTECTED] [2005-01-06 14:10]:
 On Thu, 6 Jan 2005 09:26:58 +, Matthew Law [EMAIL PROTECTED] wrote:
 
  Hello again,
  although my free time has been in short supply recently, I've been
  plodding on with some Blender models.  I've noticed a lot of the
  tutorials available for blender use sub-surf techniques to get smooth
  results on curvy forms like cars and aircraft.  Can this be used for
  FGFS models which will be exported to AC3D or is the sub-surf lost? - as
  I understand it the sub-surface algorithms are just a type of mesh
  smoothing operation.  Or am I way off the mark here?
 
 I don't know, to tell the truth, but all that goes out to AC3D format
 (and all that plib can use) is polygons, colours, and textures (one
 texture per object).
 
 
 All the best,
 
 
 David
 
 -- 
 http://www.megginson.com/
 
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Re: [Flightgear-devel] Yet another blender modelling question...

2005-01-06 Thread David Megginson
On Thu, 6 Jan 2005 14:36:57 +, Matthew Law [EMAIL PROTECTED] wrote:

 I've just thought that I might be able to get a really nice smooth but
 higher poly model by using nurbs surfaces to model half of the fuselage,
 say.  Then I'll convert it to a mesh and duplicate, mirror and join it
 to make the whole thing.  Does this sound reasonable?

I experimented with stuff like that early on, but in the end, I found
the most success just building my meshes by hand.  For the fuselage, I
usually start with a mesh square in front view, then I split edges and
move vertices until I have a cross-section of the widest part; next, I
switch to side view and duplicate that square forward and backward,
adjusting its height to fit the fuselage side profile; then I go back
to front view and adjust the shapes of the cross-sections (also from
top view, usually), then I connect them all up.  A similar approach
works for the wings and horizonatal stabilizer or stabilator.


All the best,


David

-- 
http://www.megginson.com/

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Re: [Flightgear-devel] Yet another blender modelling question...

2005-01-06 Thread Roy Vegard Ovesen
On Thursday 06 January 2005 15:36, Matthew Law wrote:
 I googled around on the subject and I believe that the sub-surface version
 of the model is only a kind of visual thing done inside blender.  The
 objects within the model itself remain in their lower poly form through
 out.

I also thought that Bleder did the sub-surfacing in real-time.

 I've just thought that I might be able to get a really nice smooth but
 higher poly model by using nurbs surfaces to model half of the fuselage,
 say.  Then I'll convert it to a mesh and duplicate, mirror and join it
 to make the whole thing.  Does this sound reasonable?

I just done what you describe here. One advantage of using nurbs surfaces is 
that you can set the resolution. So if you need a low poly model you just 
reset the resolution of you nurbs surface and reconvert it to a mesh. It's a 
good idea to keep your original nurbs surface and convert a duplicate of it.

-- 
Roy Vegard Ovesen

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Re: [Flightgear-devel] Yet another blender modelling question...

2005-01-06 Thread Matthew Law
* David Megginson [EMAIL PROTECTED] [2005-01-06 15:00]:
 I experimented with stuff like that early on, but in the end, I found
 the most success just building my meshes by hand.  For the fuselage, I
 usually start with a mesh square in front view, then I split edges and
 move vertices until I have a cross-section of the widest part; next, I
 switch to side view and duplicate that square forward and backward,
 adjusting its height to fit the fuselage side profile; then I go back
 to front view and adjust the shapes of the cross-sections (also from
 top view, usually), then I connect them all up.  A similar approach
 works for the wings and horizonatal stabilizer or stabilator.

Thanks,

I'll give both techniques a try and see which one works out best for me.



All the best,

Matthew.


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Re: [Flightgear-devel] Yet another blender modelling question...

2005-01-06 Thread Lee Elliott
On Thursday 06 January 2005 09:26, Matthew Law wrote:
 Hello again,
 although my free time has been in short supply recently, I've
 been plodding on with some Blender models.  I've noticed a lot
 of the tutorials available for blender use sub-surf techniques
 to get smooth results on curvy forms like cars and aircraft. 
 Can this be used for FGFS models which will be exported to
 AC3D or is the sub-surf lost? - as I understand it the
 sub-surface algorithms are just a type of mesh smoothing
 operation.  Or am I way off the mark here?



 All the best,

 Matthew.

I've not heard of sub-surfaces but it sounds rather close to 
subdivision surfaces, often abbreviated to SDS.

If so, and although it's specific to the software I use 
(Realsoft3D), you could have a look at the Subdivision Surfaces 
section from the manual at

http://www.phnet.fi/public/realsoft/subdivision/intro.html

The tutorial style and screen grabs explain it pretty well.

LeeE

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