398th squad WIP thread

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Re: 398th squad WIP thread

Post by red baron » Thu Aug 18, 2011 2:08 am

I've got a problem, i'll get through the installation of ActivePerl, but then when I press finish, it says there was something wrong with it and it didn't finish. So, I don't know if I could fix that with the unshadow script. =( So I guess I'll have to learn how to do it manually ;)
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Re: 398th squad WIP thread

Post by Shutter » Thu Aug 18, 2011 2:20 am

There's one in blender as well I think. And you can always colorsplit stuff.

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Re: 398th squad WIP thread

Post by red baron » Fri Aug 19, 2011 2:16 am

Shutter wrote:There's one in blender as well I think. And you can always colorsplit stuff.
Yep, I've bookmarked the tutorial vandal posted, I'll learn one and do it when I get some more freetime, btw/ can you tell me how to turn on the draw sharp tool in blender? I couldn't find the picture.
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Re: 398th squad WIP thread

Post by red baron » Mon Sep 05, 2011 5:57 pm

Ok, I changed the colors on the a-10, and put landing gear on it, i think it's ready for a new cockpit, and i'm moving on to re-paint the a-4 in these colors as well...
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Re: 398th squad WIP thread

Post by Shutter » Mon Sep 05, 2011 7:47 pm

Nice.

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Re: 398th squad WIP thread

Post by red baron » Mon Sep 05, 2011 8:09 pm

Shutter wrote:Nice.
Thanks
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Re: 398th squad WIP thread

Post by Shutter » Mon Sep 05, 2011 8:14 pm

Make sure you get around to fixing the shadows though.

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Re: 398th squad WIP thread

Post by red baron » Sat Sep 10, 2011 11:40 pm

Image
Unshadowed the a-4, moving on to the a-10
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Re: 398th squad WIP thread

Post by David » Sun Sep 11, 2011 10:05 am

i like the colours they are really nice.

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Re: 398th squad WIP thread

Post by Welshy » Sun Sep 11, 2011 2:06 pm

I think you could also intergrate Maritime Strike as this colour scheme would be good for CAS and Maritime Strike :)
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Re: 398th squad WIP thread

Post by red baron » Sat Sep 17, 2011 5:57 pm

I have yet another problem. When I go to smooth the faces that i split, it just shrinks them, What did I do wrong?
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Re: 398th squad WIP thread

Post by DavideV » Sat Sep 17, 2011 6:32 pm

First thing: the "smooth" command in the Mesh>Vertices menu is different from the "set smooth" because this last one just works on the shadows over the faces, while the first one modifies the vertices position according to a certain algorithm set by the faces' normal. The problem here is that when you split a mesh along certain edges, it duplicates the edges' vertices hence the faces that share those edges are no longer connected each other, their edge's positions are just coincident to give you the illusion of being connected... So when you tell blender to smooth in the sense of changing the vertices' position after splitting, you have this effect because the faces are not connected each other because you split them, and now they don't share the same vertices any more.

Hope this is clear enough!!!

Solution: apply the smooth first, then split. To "unsplit", just click on "remove doubles".
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Re: 398th squad WIP thread

Post by red baron » Sat Sep 17, 2011 7:01 pm

I tried this after you posted it, but if I split them second, it still comes out un-smooth. Plus, when I pressed the remove doubles, everytime it put all the shadows back :(
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Re: 398th squad WIP thread

Post by DavideV » Sat Sep 17, 2011 7:13 pm

red baron wrote:I tried this after you posted it, but if I split them second, it still comes out un-smooth.
Can you upload a picture of the mesh with the sharp edges in highlight?
red baron wrote:Plus, when I pressed the remove doubles, everytime it put all the shadows back :(
C'mon, do I have to tell you every single thing? As removing vertices equals to unsplitting, then split again!!
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Re: 398th squad WIP thread

Post by red baron » Sat Sep 17, 2011 8:54 pm

DavideV wrote:C'mon, do I have to tell you every single thing? As removing vertices equals to unsplitting, then split again!!
No you don't, i already knew that, that was my point, when I split them again, it's just pointless to undo it in the first place.
DavideV wrote:Can you upload a picture of the mesh with the sharp edges in highlight?
Do you mean before I try to smooth them?
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Re: 398th squad WIP thread

Post by DavideV » Sat Sep 17, 2011 9:05 pm

It's not pointless, since the goal is to re-connect all the adjacent faces and the only way to do it is by removing the doubles, that has the collateral effect of causing the shadows to come back. As you have no doubles, the smooth command should just work fine unless, obviously, those vertices don't belong to sharp edges. After removing the doubles and smoothing your vertices, then you can finally get rid of the shadows by splitting again.
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Re: 398th squad WIP thread

Post by red baron » Sun Sep 18, 2011 8:04 pm

DavideV wrote:It's not pointless, since the goal is to re-connect all the adjacent faces and the only way to do it is by removing the doubles, that has the collateral effect of causing the shadows to come back. As you have no doubles, the smooth command should just work fine unless, obviously, those vertices don't belong to sharp edges. After removing the doubles and smoothing your vertices, then you can finally get rid of the shadows by splitting again.
Alright, sorry if the above post sounded rude, i didn't mean to come off that way. ;)
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Re: 398th squad WIP thread

Post by DavideV » Sun Sep 18, 2011 8:57 pm

Ok, no problem! ;)

BTW, did you fix it?
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Re: 398th squad WIP thread

Post by red baron » Fri Oct 07, 2011 1:31 am

Sorry I havn't been reading all the posts on HQ lately, not enough time so sorry about answering this REALLY late... but, no, I just couldn't seem to get it right. Even using the mini-tutorial you gave me, It still either made the faces smaller, made it unsmooth, or just shadowy. I guess I'll just have to play around with it more, you gave me all the help I could get. ;)
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