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#1 |
Dominant Wolf
![]() Join Date: Nov 2006
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I like it a lot when I see such a level of detail. Nice job so far.
Also, please don't forget this kind of rails on the hull ![]() Find more related to that right here, for example http://modelkitsreview.com/revell-1-72-scale-u-boat/
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#2 | |
Electrician's Mate
![]() Join Date: Apr 2005
Location: Paris
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Quote:
Thanks for the link ![]() ![]() ![]() Look at this link. Surely one of the best model I have ever seen ! ![]() http://www.travel-net.com/~gcauley/U673/ I would very much get closer to this idea ! ![]()
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#3 | |||
Dominant Wolf
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![]() Quote:
Quote:
Select and detach them from the u-boot body, make them a new object in the scene. Re-uvmap them a little bit in the end in order for them to be a bit more visible overall, and you're done. ![]() edit The railing was extruded from the big u-boot body after you created a bunch of new vertices all along the u-boot's hull. And I don't know how to say it in english, but - Et je ne sais pas comment l'expliquer en anglais, mais le fait que tu aies détaché une partie du modèle corrompt en quelque sorte ses normales : tu finiras par voir apparaître d'étranges zones d'ombres tout le long de la ligne des "rails" en question. Pour éviter cela, c'est simple : tu détaches les rails, tu les masques dans la scène, tu supprimes tout le reste intégralement, et tu sauvegardes ta scène en l'exportant en .obj ou .3ds. Après, tu les réimportes dans la scène que tu avais sauvegardée juste avant de créer ces "rails", les déposant en fait sur le modèle d'origine ayant son mesh tout propre où ne figurent pas ces "rails". Le fait que ces "rails" soient un autre objet dans la scène les fera vraiment trancher sur les flancs du u-boot, on les verra bien mieux - à mon humble avis - une fois que tu auras peut-être bricolé leur UVmapping un petit peu. That's what I would do myself to avoid getting corrupted normals after detaching that railing - C'est ce que je ferais pour éviter des soucis de normales après avoir détaché les "rails" en question. Sinon, désolé d'appeler ça des rails : en anglais ça passe, mais j'ai aucune idée du nom de ces conneries-là en français, moi. ![]() Quote:
![]() Good luck, Jo ! ![]()
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![]() Last edited by Alex; 04-30-14 at 03:43 PM. |
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#4 | |
Electrician's Mate
![]() Join Date: Apr 2005
Location: Paris
Posts: 134
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Quote:
Yes, visibility was part of the problem, but I just was not satisfied with the design, and I knew the texture would do the rest.. I have already tested the both solution, of course (extrude and create with primitives). I kept the second solution as you can imagine; easier on many levels and I have calculated the space required to customize texture. Because the texture will be the second important point in the final stage. However, you make the point with the tips about obj, It should be useful ! ![]()
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![]() << "Quod me non necat me fortiorem facit"... Last edited by Jochem; 04-30-14 at 07:08 PM. |
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#5 |
Dominant Wolf
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What about an update ?
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#6 |
Electrician's Mate
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Hi, Of course Alex, many improvments those last weeks. Working day after day on the model. Check those screens ![]() ![]() ![]() ![]() ![]()
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#7 |
Electrician's Mate
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Location: Paris
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#8 |
Officer
![]() Join Date: Sep 2012
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I think that you're on the wrong way with that skin. The VIIBs were new and not so rusty. That is the right skin for 1945.
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