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#61
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Are you sure the faces are connected to each other ? Did you export via .3ds to .max and than reimported back to blender ??? Check if there are no doubled vertices in your mesh and that all faces are connected to each other !!!! If this is not the case normal recalculation will fail !!!
For example: Select one wing part object, select all faces (A) in vertex mode and click W, than remove doubles. This function will join overlapping vertices (or vertices which are near each other) you might not see. Blender will tell you if vertices are joined or removed. The limit and threshold of joined vertices you can adjust in the editing panel under mesh tools. Than recalculate the normals again. Greets, Max
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Only two things are infinite: the universe and human stupidity... and I'm not sure about the universe. - Einstein - Last edited by maxkop; 05-01-2012 at 09:34 AM. |
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#62
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Thanks Maxkop. I'll give that a try tonight. All work on this file has been in Blender.
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#63
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Try it firt on a single object, not on the whole aircraft
Than it's easier to identify the problem
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Only two things are infinite: the universe and human stupidity... and I'm not sure about the universe. - Einstein - |
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#64
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Quote:
![]() Ah well. At this point I have fixed it manually so it isn't holding things up. Last edited by Madratter; 05-01-2012 at 10:03 PM. |
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#65
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I added Boof's pilot tonight as well as the vertical stabilizer. But mostly I worked on things like pivot points and beginning on the physics. I'm now well over 6000 polygons, but 3000+ of that is the pilot.
Last edited by Madratter; 05-01-2012 at 10:08 PM. |
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#66
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Don't worry too much about poly limits. It's looking nice.
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My Real Flight personal content website!!! forums.boof69rfmodels.com My EA link list |
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#67
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You gotta be under 20k when you're through.
![]() I'm interested in progress poly counts. Last edited by jeffpn; 05-02-2012 at 07:20 AM. |
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#68
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Well of coarse.
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My Real Flight personal content website!!! forums.boof69rfmodels.com My EA link list |
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#69
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Thanks!
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#70
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I added the main wing struts tonight. The polygon count is 6676.
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#71
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Today I added the main wheels and the axle between them. The polygon count stands at 7452.
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#72
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I continued work on the under carriage, adding the front wheel, the front wheel fork, and some of the struts that connects the undercarriage together. Polygon count is now 7796.
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#73
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I added the main wheel struts as well as made a start on the collision mesh. The model is now at 8384 polygons.
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#74
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Lose 385 polies, and you won't need a CMesh!!!
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#75
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