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Dambuster V2.0 (Read 7364 times)
12th Oct, 2007 at 11:39am

Chuck Jodry   Offline
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These are the updated texture sets for the Lancaster , i was happy with how crisp they turned out


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The compiler has no trouble with my complete disregard for the hierarchy provided all elements have had their Xform reset after fabrication and before being turned to mesh or poly thereafter, then you can add your mapping and animation tags and stuff will be where you expect doing more or less what you hope .. sometimes ...when your luck holds

Ps no problems with dissapearing stuff behind the props and canopy glass.
 

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Reply #1 - 13th Oct, 2007 at 11:34am

Fr. Bill   Offline
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now I have GMax...
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That's really looking nice!  Cool
 

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Reply #2 - 14th Oct, 2007 at 11:10am

foxwolfen   Offline
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indeed, looking great Chuck
 

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Reply #3 - 21st Oct, 2007 at 10:44am

Chuck Jodry   Offline
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After reading through this blogsite from Mike Porter a top notch modeler and hired  gun for MS  working on Train Sim , Halo and others,
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and coming across the tutorial on texture baking your bitmaps i decided to redo the texture set using the original 2048 x 1024 set for the fuse and wings and cooking up a new paint for this model with the preliminary results below .


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Reply #4 - 21st Oct, 2007 at 1:48pm

foxwolfen   Offline
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Outstanding
 

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Reply #5 - 26th Oct, 2007 at 1:13pm

Chuck Jodry   Offline
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The first successful strike after spending  8-9 hours learning how to make scenery explode
on contact with a model object .. with sound effects , there are many options that remain to
be explored but within the context of a bomber the kind of thing onscreen is what i have in mind.
From what i have concluded with enough time you can rig anything in the flightsim world
to do this or dance to some animation triggered by a given input from the player.
The next step for me is to model some debris flying for these and a few more payloads.

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Reply #6 - 31st Oct, 2007 at 9:43pm

foxwolfen   Offline
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Right on.

I will draw upon you for inspiration when I feel things can not be done, as you continue to show they can.
 

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Reply #7 - 2nd Nov, 2007 at 5:13am

Paco Sanchez   Offline
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I want axis-driven animations
back NOW!!!
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Wow! Fantastic.

I'll need to learn that myself.
 

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Reply #8 - 9th Nov, 2007 at 5:28pm

Chuck Jodry   Offline
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Sidetracked myself over the last four days working with wing modelling so that the shadows
behaved, the image below has the second generation for this plane redone from splines with the
vertex points placed exactly where the flaps and ailerons will be and the skin formed using 0
as the setting for iterations , this plants all the faces where i needed them when i detached the poly's
for control surfaces .
Next filling the holes with "pure polygons" after having used extrusion , cap holes and a dozen
other means i concluded that creating a new form and welding some fresh faces on controlled
the shadows .. unfortunately chopping the crap outta mesh with Booleans causes a number of
problems and they need to be used sparingly if at all in new models .  
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The normal map has not been updated yet but it is also capable of causing shadow lines at
dawn and dusk from what i have seen , i burned dozens of model bits over the last few days
and it’s easy to like the speed that XtoMDL cooks , its like a microwave compared to FS9's
slow cooker
 

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Reply #9 - 10th Nov, 2007 at 7:30am

Chuck Jodry   Offline
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Post Mirror , click on rightside bitmap in material editor and voila the uvw mapping/unwrapping is kept but switched to the new bitmap that is an exact copy of the left bitmaps layout overall with different markings and doodads filling in the spaces .
At least Mirror still works with these new shaders because one poly out of place plays havoc.
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Reply #10 - 10th Nov, 2007 at 1:37pm

foxwolfen   Offline
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Outstanding. I find that shadows and shading are the most important clue to depth, and a feeling of "realworldness".
 

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Reply #11 - 11th Nov, 2007 at 8:19am

Chuck Jodry   Offline
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A must in the battle for control of the shady world of the of the shadow is the edit normal modifier
added to the stack of a completed-fully welded- piece of mesh can allow alignment of individual normals
using a gizmo or a handle at the end of the normal.
This handy tool is found in the modifier dropdown menu with the other mesh tools .
Dont forget to check out the verify model tool for tracking down any overlooked problems before
export , while i feel guilty using it as it was not included in the Gmax tool kit i will not forgo its
use in protest...


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Reply #12 - 14th Nov, 2007 at 12:24pm

Chuck Jodry   Offline
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Third time is a charm  with an entire reconstruct of  bitmaps and mapping of the fuse and wing parts
to address a number of advantages in shading if all elements are on one bitmap.
Being for the moment we can feed the sim 2048 x 2048 dds images i condensed the left and right side
Bitmaps into one , they were originally 2048 x 1024 so putting them together with all the layers intact
involved opening a new document of 2048X2048 and splicing the layers from all the other bitmaps into it.
The results cleaned the folder up some and eliminated a number of shadow eccentricities nicely
There is a probable performance boost and when a bone structure is used there may also be
a reduction in the number of draw calls , the other benefit of this is i have messed enough with
textures , layers shadows and mapping and unwrapping that it is getting to be fast and error free  
I also found a trick to getting the shaders to simulate the fillet at the wing fuse union without a single added poly,
enough of this is being documented that it should make for a good episode of "Guru Tube"
the images you see are one bitmap , no specular.bmp, no light map.no bump map (as yet )

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note this  is without a light map
« Last Edit: 14th Nov, 2007 at 5:45pm by Chuck Jodry »  

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Reply #13 - 14th Nov, 2007 at 8:32pm

J_MacKay   Offline
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Whatever is being done to put the faux fillet at the wing root also seems to be putting the same effect at the trailing edge of your ailerons.
 
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Reply #14 - 15th Nov, 2007 at 6:11am

Chuck Jodry   Offline
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I am posting this from a back up connection on computer 3 with a crt screen , its amazing how color changes
also , the night shot looks great on the LCD rigs but is nearly pure black on this one.    

You are right the alpha channel is for the moment in limbo, once i have crammed every possible part onto the new bitmap i will decide if i use the fresnal ramp to fine tune that or go for local control with the aplha channel instead
of using it for tranparency ..

I still have not decided if i am going to paint the little windows on the exterior instead of the modelled ones there now
and that also would ride on the alpha channel , these decisions are being made after testing the various results in sim.

Frankly as i work through this plane part by part its been a case of hunting down any open edges and in some cases
rebuilding the part over and over until the shaders work and the part goes through the model verification tool included with the 3DS sp2 plugins with a clean bill of health.

The most important lesson i have learned through this is patience , a full year ago when FSX came out i
promised not to release a single full sdk complient model until the FSX beta period was over and that has been an easy
promise to keep although keeping my yap shut was tougher .

Fortunately i was in no way obliged to complete this model by any particular date and more or less want it to come out
when the remake of the film '' The dambusters '' is released to capitalize on their marketing , also the resources at my
disposal are such that i don't count on making a dime and am looking at this as a right of passage , an education ,
and fun and my kind of fun is research , i just love to figure out how stuff works and if nothing else modelling
offers room for limitless study and that is the cream in my jeans .
 

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