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#1 |
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Hi!
2 months ago I started doing a 320 on order. The model is designed for X-plane ![]() ![]() Basic development environment, 3D max. Export to aс3d. Setting up the smoothing groups ![]() ![]() Faced with a lot of missing features compared to other 3D modeling programs :-( Last edited by DUST; 26th August 2013 at 11:21 AM. |
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#2 |
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Faced with a lot of missing features compared to other 3D modeling programs :-(
![]() ![]() Who can tell how to invert the edges ? Last edited by DUST; 26th August 2013 at 11:23 AM. |
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#3 |
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Nice work. Very detailed. Are you finding poly count an issue with performance in the X-Plane environment?
When you say, "invert the edges", do you mean flip the normals? If so, in surface mode, simply select the edges you wish to invert and then Ctrl+Shift+N (or from menus, Surface/Flip Normal.). Alternately, you could elect to leave them two-sided, showing the texture from either side. To do this, select the edges and find the 2S button at the Set Surface type submenu at the bottom left of the interface. Also, should you need to know which way normals are facing, you'll find a toggle for showing/hiding normals in Orth/Normals (n).
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#4 |
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I try to choose the optimal number of faces for the object, remove the invisible observer back polygons.
The average comes out to about 170,000 triangles on the Virtual Cockpit i need reverse edge from red to blue orientation ![]() |
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#5 |
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Very nice work!
To flip that edge, use Surface->Flip-triangle-edge (after selecting the two adjacent triangles). |
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#6 | |
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so.. how i can detach merge subobject? (vertex not velded) |
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#7 |
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I'm not sure exactly what you mean but you might want to select the surfaces and use menu Surface->Cut-away-object. That will put the selected surfaces into a separate object.
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#8 | |
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Now need detach some box. How? a 3D max is a tool for this sub-object selection. The main condition is not to be welded together 2 vertices Last edited by DUST; 4th September 2013 at 07:17 AM. |
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#9 |
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If you merge two objects together, you create a single object which contains all surfaces and vertices from both objects. The vertices will not be welded together after a merge (for this you can use the Optimize or weld functions). To separate them again, you need to use Surface->Cut-away-object.
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#10 | |
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