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  #31  
Old 08-31-2012, 04:39 AM
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Good luck with the surgery. My thoughts will be with you. Stay strong.
Thanks Boof. I'm almost off to the hospital now.
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  #32  
Old 09-01-2012, 06:28 PM
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Back in the saddle. The main axel and streamlined wooden fairing have been added. Triangles are 3342.
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File Type: jpg MainAxelFairing01.jpg (70.3 KB, 3 views)
File Type: jpg MainAxelFairing02.jpg (59.1 KB, 3 views)
File Type: jpg MainAxelFairing03.jpg (79.3 KB, 3 views)
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  #33  
Old 09-01-2012, 06:42 PM
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A look at the current geometry. There are some places I could optimize a bit.
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File Type: jpg CurrentGeometry01.jpg (486.4 KB, 9 views)
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  #34  
Old 09-01-2012, 06:51 PM
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Looks pretty clean!!
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  #35  
Old 09-01-2012, 07:00 PM
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Looks pretty clean!!
Thanks.

Some of it really isn't worth the hassle. Like I could change the polygon layout of the two squares behind the observers hole and end up with 3 triangles instead of 4. I'm not that desperate.

But the wings are layed out the way they are in part because of the aileron cutting that is about to occur. There is definite significant savings that could be had there with some effort.
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  #36  
Old 09-01-2012, 08:31 PM
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A look at the current geometry. There are some places I could optimize a bit.
If we're talking poly economy I would say the edgeloops running the length of the wings could be reduced by at least one third. One view that you won't get in the sim very often is down the wing so faceting is impossible to notice. I will usually take the edge count down so the wing is just holding the wing shape.
Here is a side by side of the edged face in max and how they compare in RF.
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File Type: jpg ScreenShot1346545768.jpg (401.9 KB, 12 views)
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  #37  
Old 09-01-2012, 08:47 PM
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If we're talking poly economy I would say the edgeloops running the length of the wings could be reduced by at least one third. One view that you won't get in the sim very often is down the wing so faceting is impossible to notice. I will usually take the edge count down so the wing is just holding the wing shape.
Here is a side by side of the edged face in max and how they compare in RF.
Excellent point. I start by trying to get a fairly accurate rendition of the airfoil and then extruding. But as you point out, that accuracy in the sim is pretty much wasted polygons.
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  #38  
Old 09-01-2012, 08:54 PM
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Also notice the roundness of the wingtip in my pics. Using a radiation of edges alows for higher resolution in an area that is quite easily noticed while flying. Those edges are however terminated very close to the tip thereby reducing polys in the rest of the wing. This is only to point out poly economy though. I would leave the polys in the wing for now and if I needed them later I know where to find them if not the extra resolution will pay some dividends in the specular reflections, but it's minimal.
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  #39  
Old 09-01-2012, 09:03 PM
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MR, you wouldn't be an engineer, would you? You sure think like one!!
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  #40  
Old 09-01-2012, 09:18 PM
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MR, you wouldn't be an engineer, would you? You sure think like one!!
My training was in physics, but I make my living in various software engineering fields. So yes, I would think like one.

[Edit - and that is both a strength and a weakness.]
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Last edited by Madratter; 09-01-2012 at 09:22 PM.
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  #41  
Old 09-01-2012, 09:21 PM
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Also notice the roundness of the wingtip in my pics. Using a radiation of edges alows for higher resolution in an area that is quite easily noticed while flying. Those edges are however terminated very close to the tip thereby reducing polys in the rest of the wing. This is only to point out poly economy though. I would leave the polys in the wing for now and if I needed them later I know where to find them if not the extra resolution will pay some dividends in the specular reflections, but it's minimal.
I see what you are saying. I was just taking a look at my ailerons I'm working on as an easy example. I could save about 8 triangles (4 top, 4 bottom) by redoing them to be radial. Perhaps more importantly, things probably shade better and if you want to bevel edges and such would be easier as well.
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File Type: jpg AilEnd01.jpg (78.7 KB, 7 views)
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  #42  
Old 09-01-2012, 09:37 PM
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I would say that your aileron(an even smaller object than the wing), from what I can see, can loose 20 tris and loose no detail.

Last edited by Boof69; 09-01-2012 at 11:09 PM.
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  #43  
Old 09-01-2012, 11:09 PM
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To demonstrate what I mean the first pic shows how the blue edges provide no support for the red. The second pic shows the retopology. The end result is 20 tris freed up 40 for the 2 ailerons. If each part is looked at in this way copious amounts of polys can be saved over the detailed models that you do. The last pic is self explanatory.
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File Type: jpg AilEnd01.jpg (165.2 KB, 9 views)
File Type: jpg AilEnd01retop.jpg (110.2 KB, 8 views)
File Type: jpg AilEnd01hiddenFace.jpg (98.9 KB, 8 views)

Last edited by Boof69; 09-01-2012 at 11:14 PM.
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  #44  
Old 09-02-2012, 09:02 AM
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To demonstrate what I mean the first pic shows how the blue edges provide no support for the red. The second pic shows the retopology. The end result is 20 tris freed up 40 for the 2 ailerons. If each part is looked at in this way copious amounts of polys can be saved over the detailed models that you do. The last pic is self explanatory.
Thanks Boof. Very helpful. The last line you singled out was because I was in the middle of doing your procedure to create sealed hinges when I took the screenshot.
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  #45  
Old 09-02-2012, 11:44 AM
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I have now reworked the aileron on the top wing as suggested (and can easily dupe to the other 3 wing sections).
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File Type: jpg RedoneAileron01.jpg (96.1 KB, 5 views)
File Type: jpg RedoneAileron02.jpg (362.0 KB, 7 views)
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