Cutting problem in GMax

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Re: Cutting problem in GMax

Postby JakesF14 » Sun Feb 28, 2010 3:45 am

Thank you for all the replies! What I've used at the end was the cookie cutter option. The normal methods work, but as soon as the subtracted (or second object) is nearly the same size -leaving thin edges, then i get this problem.

Thank you for all the help, guys!
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Re: Cutting problem in GMax

Postby nandi » Sun Feb 28, 2010 4:35 am

Hello Jakes F14.
For what do you need that?
May be you can do that with an alphatexture.
regard
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Last edited by nandi on Sun Feb 28, 2010 4:36 am, edited 1 time in total.
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Re: Cutting problem in GMax

Postby garryrussell » Sun Feb 28, 2010 6:16 am

It is far better to cut the widows out

That way the alpha can be used for shine and the windows can be done properly with a thickeness between the inner and outer wall with the glass itself appearing as a seperate part sometime bulged out and sometimes slightly inset as in real life.

Making them from alpha is very easy...simply draw the shape and use a tinted version of that as the aplha.....

But it is not very realistic compared to properly cut windows..plus as I said above you can have relective if you have not made the part alpha transparent..plus you can have reflective glass if you've gut the windows out :)
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Re: Cutting problem in GMax

Postby LeeC » Sun Feb 28, 2010 6:40 am

Nandi, the problem with alpha textures is that they are only as good as the resolution/quality you see them at, and unfortunately, people can see them at a lower quality than you draw them. Try turning your mipmap levels right down and the filtering off, and have a look at that blimp again.

Geometry detail is controlled by you, the more polys you use, the more people see, but they can never see less than you use.
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Re: Cutting problem in GMax

Postby nandi » Sun Feb 28, 2010 10:55 am

Hello.
At all.
Thanks for your answers.
It`s very important for me to hear your opinion.
So I can better understand what is important for you.

Regard

nandi
Last edited by nandi on Sun Feb 28, 2010 11:09 am, edited 1 time in total.
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Re: Cutting problem in GMax

Postby garryrussell » Sun Feb 28, 2010 1:46 pm

Indeed nandi
Different approaches for diffeent needs

Cutting out with alpha does have it's uses for sure

The cargo nets were made that way..just a solid disc with the net drawn on and alpha cut out

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Re: Cutting problem in GMax

Postby Fr. Bill » Sun Feb 28, 2010 3:52 pm

Nandi, that's a very nice looking blimp!

I've only been modeling for about fifteen years, so I'm sure I don't know all the tricks yet...  ;D
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Re: Cutting problem in GMax

Postby Felix/FFDS » Sun Feb 28, 2010 6:50 pm

[quote]Nandi, that's a very nice looking blimp!

I've only been modeling for about fifteen years, so I'm sure I don't know all the tricks yet...
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Re: Cutting problem in GMax

Postby nandi » Mon Mar 01, 2010 7:02 am

Hello.
The cargonet is the best example.
To make that with poly should be absolutly crazy. :-D
For every thing  it gives a solution.

But does you know that the most developer
don`t know how to work with textures.

If you put the texture on a part you can stretch it.
Bigger or smaller different for all sites.
But that is only possible if you have that in your mind
while making the texture.
Therefore you need space arround.
I never need partshapes for the texture.

And for F..Bill
What you can or not isn`t important.
Important is to show it.

I make 3D, every day, since the first 3D-programm was offered.
I made all you need for Simcity,the Sims or Trainsimulator.
I know tricks you never heard.

But every day I`m trying to hear what other friends are doing.
Nobody is perfect and makes mistakes.
Mistakes are a very fine thing.
A lot of tricks were found because someone made a mistake.

I`m very enjoyed to see that here more and more  showing pictures
and declares what is better to do.

It must not be perfect.
Important is the idea, because each idea is food for the mind to
make other new ideas.
And it`s a help for beginners too.
I`m a beginner every day.

I make just a nice roboter and later Nr.5.
I made them about 20 years ago and can`t convert.
They get a handholdsign " to London " ore anywhere.
I place them beside the runway where the aircraft is ready to start.
That`s me
I`m not the 100% flightsimmer.
I like surprises.
Ever ready for a yoke.
Don`t worry, be happy.

Old old man greetings to the world.
nandi

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Re: Cutting problem in GMax

Postby LeeC » Mon Mar 01, 2010 8:06 am

But does you know that the most developer don`t know how to work with textures.

I have to disagree with that, sorry. I've been a professional game/software developer for over 24 years and I have never yet seen an artist that doesn't know how to work with textures. Unless it is one that has never done any 3D modelling at all.

In fact, when you are working with textures for things like the DS or mobile phones, you have to know how to work with them. You could be creating a whole games worth of textures in a 256x256 image, not just a single model's worth.
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Re: Cutting problem in GMax

Postby JakesF14 » Mon Mar 01, 2010 8:55 am

OK, OK! all I asked was how to do a better cut than the normal boolean -subtract option in GMax. I got my answers!     ;)
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Re: Cutting problem in GMax

Postby nandi » Mon Mar 01, 2010 11:20 am

Hello LeeC
once more.

My English is not good enough to declare what is stretching.

I believe you are  an old fox.
Please declare here and show what is to do when you have 2 different
boxes and only the same textur yello with green stripe as shown left.
How get you the stripes exactly as shown.

Beginners will love you.

May be the administrator makes a new thread?

Regard
nandi

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Re: Cutting problem in GMax

Postby Brett_Henderson » Mon Mar 01, 2010 12:38 pm

I'd select both boxes.. then 'Mesh Select' all the relevant polygons.. then the 'UVW'.. and then 'Unwrap' it..  then use the bitmap for the 'Edit Unwrap' background.. and use uniform sizing of the unwrap vertices until it fit  :)

But like anything else.. there are more than one way to skin the cat..   8-)
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Re: Cutting problem in GMax

Postby LeeC » Mon Mar 01, 2010 5:17 pm

Actually, this could be quite useful just to show what we mean about different solutions for a situation... although I do think it should be a separate thread. But while we're here...

Here is that situation with 3 alternate methods to get there.

The texture sizes are purely for reference to show what size textures I used to acheive the result.

Method 1 is more time, better for texture usage, slightly worse on geometry detail. Not flexible at all, as texture coords are shared across the whole model. Better resistant to low mipmap levels as the geometry defines the edges of the colours.

Method 2 is a quicker than 1, uses less geometry detail but more texture detail. Still isn't particularly flexible as texture coords are still shared. Only the top edge of the green bar will resist low mipmap levels, the bottom edge could blur quite badly, especially with small, low-res textures.

Method 3 is the quickest, uses least geometry detail and the same texture detail as 2. Although the texture will be slightly bigger as the 2 colour changes will break the compression twice, instead of once. This is also the most vulnerable to low system specs as the whole detailing could end up blurred with a mipmap level reduction. It still uses shared texture coord space, so is still very restricted in its usage.

From there, you can evolve to numerous other methods, using combinations of shared texture space and unique coords per face. As Brett stated, with modelling and texturing, there are almost an infinite number of cats and an equally infinite number of ways to tex... sorry, skin them.
Last edited by LeeC on Tue Mar 02, 2010 8:01 am, edited 1 time in total.
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