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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |
Admiral
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![]() ![]() Google chrome, did display, just fine. Would say that, Opera... should, as well. As for the rez on the plans, think that is the best they have on it in that score. I'll do some more poking about & see if I can find any other sites that offer as good as or better than maritime's site there... on plans. ![]() ![]() M. M.
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#32 |
Seasoned Skipper
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I would like to apply a dazzle camo skin (like this one : http://www.usndazzle.com/Destroyer%2...gs/51%203D.jpg) directly on the vertical surfaces of each sides of the ship (front, back, starboard and port), without having all surfaces automatically re-arranged and turned. I would like to have a direct orthogonal "projection" of the side of the ship on the texture.
I don't know how to do this... Anyone with good Wings3D skills ? ![]() Last edited by Mister_M; 01-07-22 at 05:38 AM. |
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#33 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
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That's it, but be careful not include the ship bottom (if the ship is flat-bottomed) and/or the stern in this process, otherwise their UV projections will be heavily distorted. Those areas should be segmented separately frpm the rest and you should choose another unfolding method for them ![]() Last edited by gap; 01-07-22 at 05:28 PM. |
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#34 |
Seasoned Skipper
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@ gap : Thank you for your help, very apreciated !
![]() Unfortunately, I fear than it won't help, because I've already done all of those steps before asking for help, and the result was not the one expected by me. Indeed, all separate areas (of a particular side of the ship, in my case it was the port side, painted in light blue, as you can see here : https://www.subsim.com/radioroom/sho...6&postcount=19 --- each side of the model has a particular color : red for front, purple for back, yellow for starboard and light blue for port side, thus I can select a side very quickly without forgetting any small faces) are moved and turned automatically by Wings3D during the UV-mapping process, in order to save space probably. But I want them to appear on the texture exactly as I can see them on the model (with X-axis aligned camera view, in orthogonal projection mod), in order to apply easily all real dazzle camo skins that I've found (http://www.usndazzle.com/ships.php?category=5&class=2) |
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#35 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
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#36 |
Seasoned Skipper
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I've found this :
https://www.worthpoint.com/worthoped...hip-1822746815 They are (very) good plans ! But the problem is that the pictures are distorted by the camera. I know this can be corrected by graphic editors, but I don't have this skill... ![]() @ gap : I will answer you later with screenshots, no more time right now. ![]() |
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#37 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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#38 | |
Admiral
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![]() ![]() ![]() M. M.
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#39 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
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I have re-read your post more carefully, and I think I know what do you mean. Wings3D scales, turns and arranges UV regions so to keep their relative proportions and so to maximize their size relative to the texture space. This probably happens because you UV mapped the whole model at once. You can straighten up UV region separately. To do so select one of the edges that you want to be perfectly horizontal/vertical, right click and choose 'Turn', followed by either 'Chart to X' or 'Chart to Y'. Wings3D can't automatically arrange different UV regions (in our case hull and superstructure sides) according to their relative arrangement in an orthogonal projection, but you can do that manually. Just pick up a plan of your ship (side elevation), preferably the one that your model is based on, make it square in raster graphic program and use it as your model's texture. After doing that, you can scale/arrange your UV map so that each part will match perfectly its desired position on the ship plan ![]() |
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#40 |
Village Idiot
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UV mapping is an ART!
![]() Just doing say a side view of a ships hull can be challenging! You may need to Manually adjust UV's so you don't get the 'stretching' you see in Stock SH3 units.
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I don't do Stupid. So don't ask. |
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#41 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
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You know the funny part of it? first you strive creating a nicely curved and smooth surface having only flat triangles as your building material, and then you get to struggle for flattening it as much as possible
![]() Just doing say a side view of a ships hull can be challenging! You may need to Manually adjust UV's so you don't get the 'stretching' you see in Stock SH3 units.[/QUOTE] Wings3D got an option for optimizing the stretching, it keeps the boundaries fixed and it moves around the inner vertices, but depending on your texture and object's geometry some manual adjustment is always needed. Talking about ships, the most complicated part is usually the stern, especially counter and canoe sterns. A simple orthographic projection won't work on them. |
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#42 | |||||
Seasoned Skipper
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#43 |
Seasoned Skipper
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I can't use these pictures, but interesting infos anyway, thank you !
![]() I'm not sure to understand you correctly. |
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#44 | |
Admiral
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Would be My guess, Mister_M.... ![]() ![]() ![]() ![]() ![]() M. M.
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