AC3D Forums Details, painting, size and subdivision
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 11th December 2011, 05:05 PM #1 Maniac Junior Member Junior member   Join Date: Dec 2011 Posts: 5 Details, painting, size and subdivision Hi! I'm new on this forum, so if this post is in the wrong place, just move it please! I'm AC3D user for 6 months or less. I have learned a lot in this time, just few things are bugging me: -texture mapping is messed up, I can't paint the plane i'm working on properly -how to obtain subdivision when converting to .obj file -how the h*ll do you make like windshield and stuff? I tried to make a pitot tube, but I couldn't make it, I don't know why... -How to make a curved cockpit and right size cockpit and plane? Please help me answer those questions? I also attached a picture of my project: Cassutt Racer! Oh and another question: when snapping together vertices, there is a dark surface. How to make it gone? BTW, I'm only 13, so don't be so proffesional with me :mrgreen: Attached Thumbnails
 11th December 2011, 05:07 PM #2 Maniac Junior Member Junior member   Join Date: Dec 2011 Posts: 5 Re: Details, painting, size and subdivision Here's plane-maker footage (the .png file for texture is just gray, I don't know why it looks like that, even in X-Plane...): Attached Thumbnails   Last edited by Maniac; 11th December 2011 at 05:11 PM.
 13th December 2011, 04:52 PM #3 Maniac Junior Member Junior member   Join Date: Dec 2011 Posts: 5 Re: Details, painting, size and subdivision Pleaseeeee heeelllppppp!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 14th December 2011, 04:38 AM #4 Andy Administrator Professional user     Join Date: Jun 2003 Posts: 3,864 Re: Details, painting, size and subdivision Nice model. Check normals. Set everything to single sided (press '1S'). If any surfaces vanish, select them and flip-normals. OR switch on display of normals in 3D view and check they all face outwards. Totally black surfaces can be caused by a bad triangulation. Check there are not duplicate vertices or crossing edges. Change vertex order might also help. Triangulate the surface to make sure. You'll probably need to commit subdivisions before you save the obj, if you want the smooth object to be output.
 14th December 2011, 05:47 AM #5 Maniac Junior Member Junior member   Join Date: Dec 2011 Posts: 5 Re: Details, painting, size and subdivision Thanks for the reply! For this plane, the subdivisions are too late... Otherwise the black surface problem is solved by making another survace with 3 edges and fill them up. BUT! than another problem shows up: when trying to paint, those replaced surfaces are in totaly diffrent place as they should be... And how to know when making paints where to make that logo, where to put a shadow etc...?
 8th March 2012, 10:07 PM #6 Hans_Petter Member Advanced member   Join Date: Mar 2010 Location: Norway Posts: 41 Re: Details, painting, size and subdivision A tip regarding the painting (UV map)--if you delete, join or add surfaces after you've applied the texture the mapping of those will change. However, you can always "paint" a single surface rather than the entire model. By the same token, you may select a group of surfaces and define a specific selection of the texture for this area. Thus, if you've modified the model and find that altered surfaces draw their texture from the entire image file you may select each surface and define the exact area of the texture image. So, you won't have to stretch a side view texture across the top of the fuselage --you may simply select the top (and / or bottom) surfaces and give them a section of the texture map that provides an undistorted top / bottom texture. Regarding the positioning of a logo you may go about it the same way--select one surface or a group of surfaces and define and adjust the texture region for this specific area.

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