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Old 12-02-11, 10:15 AM   #6
nghengo
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Join Date: Jun 2010
Location: Milano
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Quote:
Originally Posted by jhapprich View Post
yap.well then apply an appropriate texture to the model.

concerning welding, i ment the following: imagin a simple box. in order to create sharp edges, you need to unweld all its sides. otherwise, the welded vertices will make the box look like having round edges, and its texture will have an odd "glowing" look. if you take a closer look at my dreadnoughts, some early release-pictures have very bright surfaces and look "white" , because the model is all-welded. i create my models with milshape, the files are .m3d. after converting into obj, i always have to reapply the texture coordinates and to check the welding. smoothing is`t that important.

this is how i do it.e.g. with a simple cylinder: i want a smooth, round look for the mantle, but also sharp edges to its endcaps: so at first i select the endcaps and unweld them. this will cause the mantle to look "buckled", the single surfaces are not weld any longer, it will not look smooth. so, i then select the mantle SURFACES and weld them. afterwards, i do the same with the endcaps. done!

Yup you'd cut the planar wall of the hull from the thick of the hull that you see from the top...The same happen in rFactor cars modding, this because the engine of the game don't manage smoothing groups from the 3d model but it generating his own automatically without your direct control.
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At the end you will attach the meshes without welding and you'll have a sharpened union correct?

Mauz.
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