you set the material alpha < 1.0 to get the windows transparent. Also set emission and ambient to 0 for all materials, or the plane won't get the correct shading/lighting.Įdit: I just see ggunners message coming in: aaaah. So check your materials for alpha and set it to 1.0 (except for the truely transparent ones). This is bad for framerate, appearance and your plane doesn't have a shadow. mqo file that all materials have some degree of transparency (alpha < 1.0). x files (the 'tex' part of your material should not contain directory info, just the filename). That should remove the direct paths in your. Then reassign the texture file in the material to that copy. textures: look in the Configuration > System settings of metasequoia for the texture folder and place a copy of your texture there. Very smoothly modeled as well! If this is your first try, I'm amazed! Hi Eves, absolutely beautiful airplane, someone should build a real R/C model of it. Thanks, ggunners and also for the plane references. mqo but I was hoping it rendered ok in RCdeskpilot. mqo file? or the RCdeskpilot files? or both? Recommended Battery:3S 11.1V 3200 mAh Li-PoĪre you referring to the. Trim Scheme Colors:Ultracote White with maroon and gold trim The PZ Super Decathlon is a small airplane. There you can get the span, chord and weight of the model which will help with accurate flight physics and specifying the size for the sim. It looks a bit like a Beaver and that may be a good model to use. You might want to find a model close to yours and make the flight physics close to that model. You have a lot of polygons there, but they are beautiful. If you change it to just the filename "mullicoupe skin-1.png" others will be able to enjoy your creation. It looks something like C:\modelfactory\mullicoupe\mullicoupe skin-1.png or so. However, many people will not be able to see your airplane because you left the image map skin as a fully qualified directory. The red outline shows that those bits aren’t connected or i made a mistake while selecting the cracks, so auto-Unwrap registered it as different cracks.Your Mullicoupe is gorgeous. after that, you’ll get something like this if it’s too high poly, it’s best to use “For many polygons”. You don’t need to mess around with this, but you can try so anyway! your choice of Algorithm depends on your object’s poly count. you’ll be greeted with this panel right here Once you’ve done that, go to Mapping -> Auto-Unwrap-> Execute. To do this just select your object and go through Selected -> Set material to faces this is for you to determine the placing of your uv mappings later on for this shirt, i’ve set the cracks on the shoulder, sleeve, and frill areas, so mine looks like thisīefore using auto-UV Unwrap, you can set your object to a designated material aka texture beforehand, and your texture can be blank at this moment. i just use Normal selection if Edge Loop ends up selecting the wrong crackįor this, you need to know how to determine your cracks. You don’t necessarily have to use Edge Loop, you can use the Normal selection as well, tho Edge Loop helps to select the whole line automatically. The easiest way to select cracks is to use Edge Loop when selecting a line on your object. i’m using Metasequoia 4 for this but i think any program works similarly You have to set “cracks” on your object! without cracks, auto-UV unwrap wouldn’t be able to set your UV maps appropriately. Hi!! I’m just curious to know what’s the easiest way to create a UV map for a part you’ve made from scratch? I’ve been struggling a lot recently and can’t figure it out.
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