![]() Gimp also has a Normal Map Filter from Ī Normal map will bring a lot of extra 3D detail to the model. Watch in the Perspectives window to see the highlighted poly’s.Īll the pieces are now separated in the box.Įach piece for the top half of the model is in the green area of the Diffuse Map.Įach piece for the bottom half of the model is in the gray area of the Diffuse Map.Ĭheck the model for any misplaced pieces.Ĭreate a new Template now that all the parts are in the box.ĭownload and install the Nvidia Normal Map Filter from for Photoshop. So any non green poly’s you see on the top of the model, have to selected, then Tools/Break, then move those pieces to the green texture area on the top wing in the Edit UVWs box. The top, bottom wings and body pieces we will divide. These leftover pieces belong in the top or bottom wing texture area. This is caused by all the surface areas left outside the box in the Edit UVWs window. You will see the model has spotty coloring. Go back to 3ds Max, pick a Material slot, then load the Diffuse.tga file into the Diffuse Color under Maps. Turn off the Template layer, and right click to Flatten the stack. On the Diffuse layer, start to use the Rectangular selection to put different colors on related groups of parts.Īdd Noise to the Diffuse layer under Filter on the menu. ![]() Put a layer above the Gray layer, name it Diffuse. Open the Template.PNG file into a paint program. Go to the Save button and save as a PNG file. In the UVWs box, go to Tools/ Render UVW Template. Leave the rest of the tiny parts outside the box for now. Rearrange the rest of the parts in Select By Element/Face mode. Keep all the jet inlet/outlet pieces in one group of parts. Go to Tools/Break, then move and organize and group outside the box.ĭo the same process with the poly’s that make the rest of the inlet. Below we have some of the outlet pieces clustered outside the box.Ĭontinue the process with the rest of the jet outlet parts. Go to Tools/Break, then move them outside the box. Group select all the poly’s that make the rear nozzle of the jet engine. Move these pieces to an empty spot outside the box in the Edit UVW window. We will use this for the Normal Map texture to create the compressor and turbine blades. Group select all the poly’s that make the flat polygons of the jet engines inlet and outlet. Then go to Mapping/Flatten Mapping.Angle at 60 degrees to minimize the number of pieces. Stay in Face mode then click the Editor button to open the Edit UVWs dialog box.Īll the objects surface areas are jumbled in the box and have to be UV mapped so we can put a texture on it. This will create overlapping of the mirrored half in the UV parts layout. We will Mirror another half after the UVW mapping. We will work with one half so we do not have double the number of surface areas to UVW map. This will make it easier to select poly’s for your parts layout because the mesh will not be so dense. This will raise the non glass canopy area up a bit, which will show well in Turbosmooth. Move the two halves together, and Weld the middle points. Inset the outer poly, then negative Extrude just a bit. In Polygon mode, use the Scale button to make the nacelle more narrow. Turn on Turbosmooth and check both sides of the wing. ![]() Go to Polygon mode and select all the new poly’s in the middle of the chamfered edge loop on both sides of the wing. Four point poly’s divide nicely into 4 then 8 then 16 point poly’s…ect. We want to reduce the 3 point and 5 point poly’s as much as possible to avoid odd subdivisions that give unexpected results with the TurboSmooth modifier on. Some tools to make it easier: Target Weld, Remove Edge, or Collapse Vertices. 10 with 3 segments where the wing flaps and wing separation are in the background image on both sides of the wing.Ĭhamfering at 3 Segments can cause a few messy spots to fix before using TurboSmooth. In Vertex mode use Move to adjust the points until there is a curved dip.Ĭhamfer at. Fix as many 3 point poly’s as you can.Ĭhamfer the Edges behind the jet engine outlet. In Vertex mode adjust all new points against the background images, in each viewport. FlyingWingPhotoshop Adding more geometryĪdd more edge loops to support the geometry of the Canopy.
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