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Dambuster V2.0 (Read 7877 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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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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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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Reply #15 - 21st Nov, 2007 at 5:58pm

Chuck Jodry   Offline
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After thinking over interior shadows i decided to build another fuse using manifold geometry
and to paint the windows on the bitmap along with using it for transparency.
This time round i used a tube and stack of modifiers to produce what had been lofted off cross sections
the other thing was a custom environment map for the glass reflections and a bit of tinkering with the materials editor
and parts houskeeping where all the unused glass and old fuse get filed under G

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Reply #16 - 22nd Nov, 2007 at 2:27pm

foxwolfen   Offline
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You remodeled the fuse? And you did this when? Man you work fast. Smiley
 

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Reply #17 - 22nd Nov, 2007 at 3:59pm

Chuck Jodry   Offline
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I converted most of the DC3 from 3ds-> Gmax by lunch and did that in the afternoon , along with
a couple of others to sort through the effects that resulted .
There are advantages to using splines for shapes but the normals seem to behave better on those
standard primitives and there are many fuselage shapes that lend themselves well to using tubes.

Still whatever the form producing the raw mesh with the location of the holes lined up with the vertex is key
to closing the mesh quickly afterwards using select edge - select open edges - extrude or shift drag those highlighted edges
and weld the resulting new verts together - then scale them back to the start point , and a perfect chamfer edge results
about 15 seconds work on a orderly bit of mesh and it is faster than trying to fix a piece of older mesh that has been optimized.

Interestingly at least with the DC3 done by Aces they seem to have gotten around this Manifold geometry by
having the entire wing ,fuse, flaps all the engines and what have you as part of the bone structure and as such
on a separate material that has allow shadows unchecked, and one draw call of the GPU .

The self shadowing interior is dependent on using manifold geometry , it’s not likely to be included as part
of many freeware products and the pay ware boys are probably re-evaluating production methods some..
 
 

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Reply #18 - 23rd Nov, 2007 at 10:46am

Chuck Jodry   Offline
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The new parts imported into the interior model to see what it looks like

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one from the spot view with some shifting of the layers in photo shop needed

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i am moving on to remap the tail section
then come the bones to weld all these parts except prop disks into one part and one draw call or so the theory goes
« Last Edit: 23rd Nov, 2007 at 3:38pm by Chuck Jodry »  

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Reply #19 - 25th Nov, 2007 at 6:20pm

Chuck Jodry   Offline
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Post tail remap the model takes on a photo like quality even before the texture work is done

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Reply #20 - 26th Nov, 2007 at 2:40pm

Chuck Jodry   Offline
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Normal map , Fresnal Ramp ( tweaked ) , Reflections ( overdone for fun ),what FSX is all about


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Reply #21 - 26th Nov, 2007 at 7:26pm

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I can make out the shadows on the wheels and the engine nacelles (sp?) - just barely. All those fantastic features done on a plane painted black...It looks great.

Are you still planning to make a movie of your own or is this just going to be put on the market for other movie makers to work with? I'm kinda hopeing you're still going to make the one you originally planned because if I understand your earlier posts, then you laid the foundation for making something special.
 
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Reply #22 - 26th Nov, 2007 at 8:36pm

Chuck Jodry   Offline
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There are likely to be three paints with one deep blue and a  daytime camo with the light belly, different loadouts ,, yada yada yada, you know the drill.
Scenery with this and a bunch of missions will also take time to do , but much time was spent figuring out what happened with sp2 and trying to catch a shadow..
not wasted effort as there are so many ways of cooking up a texture sheet now its a bit like making stew.
Mixed in for some spice are updates,  FS9 GA models in need of sp2 animation tags , remapping and texture sets , these were all 3DS jobs but i noted there
was a tonne of models done in Gmax needing the same treatment so i worked on streamlining the process in that platform with the somewhat limited toolset , no baked bitmaps , no normal modifier..no turbo smooth .. sniff  

Dont think i am going to get a chance to do more than a promo video, but the recordings of the vets are not likely to go to waste .
About ten years ago i produced a series of 5,  2 minute radio spots for the Department Of Canadian Heritage where i recorded authors and historians doing a reading of some text over an appropriate soundscape with a lead in and close acknowledging the contributions of the Department  , $11,000  for ten minutes on a mini disk Wink    

   
 

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Reply #23 - 28th Nov, 2007 at 9:27pm

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Today was devoted to the props and necelles, the lines layer and its resulting normal map will be done at the
end after adding the wheels to the ground shadows.

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Reply #24 - 29th Nov, 2007 at 1:21pm

Chuck Jodry   Offline
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Shadow mapping pretty much done there are one or two dodads left to put on the main bitmap , there is
one 1024 in action that i use for the renders of  gauges and faked panel parts that are used for the cockpit and it has a lightmap , these
comprise material number 2
All the fuselage , tail , engine cowlings , in short every component that will become part of the boned mesh is on the main texture sheet
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Reply #25 - 2nd Dec, 2007 at 1:53pm

Chuck Jodry   Offline
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These pilot figures can be troublesome , further they have access to far more system resources than in FX9 , no sooner
had i booted flightsim up than a tool tip popup is on screen saying the props simply won't do.. i cant prove it but this is new with Acceleration

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Reply #26 - 4th Dec, 2007 at 5:41pm

Chuck Jodry   Offline
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The new props are what were on later models and animating them for pitch  turned out to be more fun than planned, when i installed 3DS on a new machine after much pain and suffering i forgot to set the controllers and that caused a few unexpected turns and took a couple hours and a shower
to figure out... it was in the shower in fact that i realized what was amiss .. proving once again the value of a break to clean up your thoughts .

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« Last Edit: 18th Dec, 2007 at 9:16pm by Chuck Jodry »  

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Reply #27 - 18th Dec, 2007 at 9:11pm

foxwolfen   Offline
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Yep, some of my best thoughts have come in the shower Smiley

Looking good mon ami.
 

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