Any Better Ways?

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Ophisâ„¢
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Any Better Ways?

Post by Ophisâ„¢ »

Ok, so im mapping a Boeing 747 400 and im trying to perfect the windows of the plane. This is what i have.
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To do this, i've just cut and angled brushes using as little as possable, IS THERE A BETTER WAY then how i've done it? or from what you can see, could i minimize the number of brushes by doing it a different way.

(I did not use Subtract because it made even more 'cuts' in the brushes.)

Cheers.
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PKM
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Post by PKM »

nah, they look good.

i wouldn't cut so much as miter.
i'm not f****** angry, i'm from philadelphia .
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Ophisâ„¢
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Post by Ophisâ„¢ »

thank you then i suppose. IM not happy though im sure theres an easyer way. Plus, when in darker areas, doesnt do well for thr textures...
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lizardkid
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Post by lizardkid »

for the fuselage of a plane, because it's so rounded, patches are the way to go. for the windows, just make a patch or brush and put it over the window slot and into the neighboring patch, so it's a square still but all you can see are the window areas of it.

my 2cents, use patches. but if you're against that, i think thats about all you can do.
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tltrude
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texture

Post by tltrude »

Patchs will work for the round parts of the fuselage too. For that many windows, it might be worth it to make a new see-through window texture.
Tom Trude,

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Ophisâ„¢
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Post by Ophisâ„¢ »

so your saying do a texture of a window thats in the same shapes?

And hmm, patches is the way forward then? I need to try this cos now it looks shite with in game with the lighting and that.
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lizardkid
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Post by lizardkid »

yeah patches do curves and seamless stuff better.

you could even make one long window across the side of the plane if they aren't breakable. save like 4-5 brushes.
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jv_map
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Post by jv_map »

Yes patches are probably best, although they are difficult to make and texture and sometimes they just won't stick together due to lodding.

Note also in your brushwork you made several T-junctions (placed a vertex on an edge). This is generally bad as it may lead to tiny holes/sparkles in game and/or bad lighting. It is better to place a vertex only on other vertices (or free floating in space), but never on an edge.

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