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OldCrow

3rd Party Developers
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  • Flight Simulators
    Lockon FC, DCS Black Shark, FSX, IL1946
  • Location
    Norway
  • Website
    http://www.virtualredarrows.com

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  1. My workflow is usually to finish the modeling first and then do the mapping. If you have to modify your model after you have mapped it you might have to re-do part of the mapping or all of it.
  2. You can also rotate it directly in the Unwrap modifier if you use the planar map function.
  3. I dont quite see the problem, if the face normals are pointing like you want, does it really matter what way the UVW normal is pointing? Personally I have never gotten any problems with any uvw normal pointing the "wrong way". To be quite honest, I didnt even know they could be the "Wrong way"^^ Its either mirrored or its not. If you dont mind me asking, what problems is this causing you other then the UVW normal being the wrong way? EDIT: You know you can mirror, scale, move, rotate the faces etc etc in the edit window right?
  4. Select "Force 2-Sided" option when rendering the template
  5. I took the liberty to modify the screenshot you posted Joey, hope you dont mind. So the red area on the spinner shows very well what Ali Fish is talking about. This white area should not be white, and it looks rather strange. Another thing, has anyone been able to make the reflections work on a black skin? On my end, all reflections disappear when the skin is black.
  6. The problem is with the object called "Line004". Simply find the shape called "line004" and put a edit poly modifier on it. In fact, do that with all your shapes.
  7. Amazing detail, that last video was very impressive indeed! 2nd that :D
  8. Nicely done on your practice show yesterday Looking forward to seeing you again tonight :)
  9. You could do it if you add it as a module to DCS World. There is some coding involved aswell though to get your cockpit functional. For FC2 it is not possible unless you replace one of the existing cockpits in the sim.
  10. Hello Der_Peiper, I must say, your model is an absolute masterpeice, you must be very talented ;)
  11. Both are very talented imho. They are using different approaches to get to where they want. Though for the fine detail like the shots of the landing gear bay, the result would look best with 3d modeled rivits compared to mapped rivits (bump or normal) imho. I guess it all depends on what you want to achieve. The F-14 guy seems to go for "getting it as real as I can possibly get" and thus modeling every single rivit, hydraulic line or whatever it may be is probably the most accurate way of doing it. The mig-21 guy may also have the same goal, but not to the same extent. So for the renders he needs, normal/bump maps for the rivits will do as you wouldnt be able to tell the diference anyway. That being said, I find the F-14 more impressive due to the shear ammount of work and accuracy he has put into his model.
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