That's better...

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That's better...

Postby Wing Nut » Sun May 16, 2004 1:02 am

Well, here's after a bit of practice.  I did a lot of hiding points to get them lined up where they should be.  I did as suggested, and cloned the fuselage and flipped the polygons to make the interior fuselage.  Then I made a little runner to go around the edge.  I am concerned about the distortion around the front of the cockpit and whether or not it's be visible after textures have been added.  So you pro's out there, got any comments?  :)

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Re: That's better...

Postby aceronzo » Sun May 16, 2004 3:34 pm

Dread,I'm not a pro,but very nice work there.As they say practice makes pain and then the gain,or pain then practice,or is it no gain alot of pain,anyway keep it up.
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Re: That's better...

Postby Stratobat » Sun May 16, 2004 3:51 pm

Wow... That looks great 8)

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Re: That's better...

Postby ozzy72 » Sun May 16, 2004 4:00 pm

Coming along v.nicely indeed Kevin ;)

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Re: That's better...

Postby Wing Nut » Sun May 16, 2004 5:10 pm

Thanks guys.  I am now working on the ribbing on the inside of the cockpit.  After that, I'll work on the engine some more...
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Re: That's better...

Postby Daz » Sun May 16, 2004 5:12 pm

keep it up looking promising
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Re: That's better...

Postby Felix/FFDS » Sun May 16, 2004 5:54 pm

The "distortion" may be due to the way the smoothing of the polygons is being calculated.

You may want to select the polygons immediately around the cockpit opening and set those to a different smoothing group.

In polygon mode,  select the polygons and then hit . In the dialog box, set the "smoothing group" number to one higher than shown.
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Re: That's better...

Postby Wing Nut » Sun May 16, 2004 10:17 pm

Thanks Felix.  As I go along, this thing is getting more and more difficult to manipulate.  I assume it's because of all the poly's in it.  Is there anyway to thin this thing out and make it easier to move it around?
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Re: That's better...

Postby Wing Nut » Sun May 16, 2004 10:57 pm

Do you think the fact that I've just disovered I accidently cloned the entire fuselage might have something to do with that?  :-[ :)
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Re: That's better...

Postby Scottler » Sun May 16, 2004 11:03 pm

Any chance you could write down every single step you took to get to that point?  I've read every tutorial I can get my hands on and I don't get half that far!  Excellent work!
Great edit, Bob.


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Re: That's better...

Postby Wing Nut » Sun May 16, 2004 11:49 pm

Me?  A tutorial?  I think many out there are more qualified than I for that one.  Perhaps after I have a few planes under my belt.  I think the main problem with most tutorials out there now are that it's hard to remember where the little epiphanies occured.  You get so used to something, that you forget how you banged your head on the desk for a week trying to figure it out.

The only two things I can think of right now (after a four hour session on this) is that the basic object that every part is formed from in FSDS 2 is the tube.  From that, you can extrude any shape you want.  Every shape I have used so far, including the trim, is tubes.  The other is learn how to clone parts, then make a slightly smaller clone of the fuselage to cover holes left by deleting points to cut out the cockpit.

Good luck Scott, and if there's anything I can do to help you with this, I will.  I prefer to follow the example set by Felix and others here, and help those who have not discovered the same things I have yet...   :)
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