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Any Better Ways?

Posted: Thu Sep 07, 2006 4:09 pm
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.
Image
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.

Posted: Thu Sep 07, 2006 4:24 pm
by PKM
nah, they look good.

i wouldn't cut so much as miter.

Posted: Thu Sep 07, 2006 4:28 pm
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...

Posted: Thu Sep 07, 2006 6:54 pm
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.

texture

Posted: Thu Sep 07, 2006 8:42 pm
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.

Posted: Fri Sep 08, 2006 1:15 am
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.

Posted: Fri Sep 08, 2006 2:43 am
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.

Posted: Fri Sep 08, 2006 8:20 am
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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