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Old 25th August 2013, 07:45 AM   #1
DUST
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Default Airbus 320 cockpit

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 :-(
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Last edited by DUST; 26th August 2013 at 11:21 AM.
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Old 25th August 2013, 08:06 AM   #2
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Default Re: Airbus 320 cockpit

Faced with a lot of missing features compared to other 3D modeling programs :-(


Who can tell how to invert the edges ?
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Last edited by DUST; 26th August 2013 at 11:23 AM.
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Old 27th August 2013, 11:51 AM   #3
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Default Re: Airbus 320 cockpit

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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Old 27th August 2013, 01:08 PM   #4
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Default Re: Airbus 320 cockpit

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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Old 28th August 2013, 07:07 AM   #5
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Default Re: Airbus 320 cockpit

Very nice work!

To flip that edge, use Surface->Flip-triangle-edge (after selecting the two adjacent triangles).
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Old 3rd September 2013, 11:31 AM   #6
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Default Re: Airbus 320 cockpit

Quote:
Originally Posted by Andy View Post
Very nice work!

To flip that edge, use Surface->Flip-triangle-edge (after selecting the two adjacent triangles).
Thanks!

so.. how i can detach merge subobject?
(vertex not velded)
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Old 4th September 2013, 06:12 AM   #7
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Default Re: Airbus 320 cockpit

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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Old 4th September 2013, 07:14 AM   #8
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Default Re: Airbus 320 cockpit

Quote:
Originally Posted by Andy View Post
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.
No. Example: Create box1 and box2 (installed so that they intersect), select both box and merge OK/
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
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Last edited by DUST; 4th September 2013 at 07:17 AM.
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Old 5th September 2013, 02:17 AM   #9
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Default Re: Airbus 320 cockpit

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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Old 5th September 2013, 02:22 AM   #10
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Default Re: Airbus 320 cockpit

Quote:
Originally Posted by Andy View Post
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.
it make copy object
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