398th squad WIP thread

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398th squad WIP thread

Post by red baron » Mon Aug 08, 2011 9:30 pm

Hey, I thought i would start this up to get some feedback, suggestions, and advice. I'll start it out by posting some wip a-10 and a-4 screenshots...
Image
Unfortunately the a-10 had some holes in it and i don't think it's flipped normals...
Image
The a-4 is looking good though and is almost complete
Image
Image
And... That's all i got at the moment! Please leave comments and stuff. Also we really need someone to help us with putting in a transparent cockpit and making a logo for the tail.
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Re: 398th squad WIP thread

Post by tigershark » Mon Aug 08, 2011 11:09 pm

take your time by doing repaints pls and it help you alot

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Re: 398th squad WIP thread

Post by red baron » Tue Aug 09, 2011 8:08 pm

alright i will. i did on these... ;)
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Re: 398th squad WIP thread

Post by red baron » Mon Aug 15, 2011 12:13 am

Update: I figured out what went wrong resulting in the holes... I didn't make the cut all the way through the polygons in gepolyx. I tried going back and finishing these cuts, but finding all my errors in wireframe view was extremely hard, so i ditched the idea. I'm restarting the a-10 and will post future updates. ;)
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Re: 398th squad WIP thread

Post by red baron » Mon Aug 15, 2011 2:53 pm

The a-10 is mostly done, i just have to slap some 398's on the wings..
Image
If you notice the white spots on the back of the a-10, i can select them in vertex paint mode in blender, but when i press set the color, it doesn't do it, it just stays white... any advice?
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Re: 398th squad WIP thread

Post by Iceman » Tue Aug 16, 2011 5:32 pm

red baron wrote:The a-10 is mostly done, i just have to slap some 398's on the wings..
If you notice the white spots on the back of the a-10, i can select them in vertex paint mode in blender, but when i press set the color, it doesn't do it, it just stays white... any advice?
Make sure the polygons are clean and there's no tiny little spotty polygons anywhere. Cleanliness is next to godliness.
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Re: 398th squad WIP thread

Post by CharleyHotel » Tue Aug 16, 2011 7:29 pm

Can we hit you up for the cockpit on this after all that's cleaned up?

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Re: 398th squad WIP thread

Post by red baron » Tue Aug 16, 2011 10:05 pm

Iceman wrote:
red baron wrote:The a-10 is mostly done, i just have to slap some 398's on the wings..
If you notice the white spots on the back of the a-10, i can select them in vertex paint mode in blender, but when i press set the color, it doesn't do it, it just stays white... any advice?
Make sure the polygons are clean and there's no tiny little spotty polygons anywhere. Cleanliness is next to godliness.
I did, Then I tried painting it in gepolyx and it worked, so maybe i'll just repaint it in gepolyx and then import it back into blender for the logos
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Re: 398th squad WIP thread

Post by vandal » Wed Aug 17, 2011 9:03 am

Are they the wrong way? Try selecting the poly and clicking [W - Flip poly]. Or it could be that there are two poly's in the same place, try selecting it and deleting it. A think 2CH like to do, is on a poly that has to be double faced they will make two faces in the same place both facing different ways and it is hard to select both. To do this you need to go into wire view, click the select by faces in edit mode and click on the orange square in the middle of the poly.

If you are still having problems with it, upload the DNM and I'm sure someone will take a look at it for you.
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Re: 398th squad WIP thread

Post by red baron » Wed Aug 17, 2011 12:49 pm

vandal wrote: A think 2CH like to do, is on a poly that has to be double faced they will make two faces in the same place both facing different ways and it is hard to select both. To do this you need to go into wire view, click the select by faces in edit mode and click on the orange square in the middle of the poly.
Wow thanks for the advice, it worked perfectly. :D
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Re: 398th squad WIP thread

Post by red baron » Wed Aug 17, 2011 1:23 pm

Ok, completely painted, just needs some logos now...
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Re: 398th squad WIP thread

Post by red baron » Wed Aug 17, 2011 1:35 pm

Image
I got the logos on there, now all it needs is a transparent cockpit ;) Moving on to the b-2
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Re: 398th squad WIP thread

Post by CharleyHotel » Wed Aug 17, 2011 2:52 pm

Lookin' mighty, mighty fine.

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Re: 398th squad WIP thread

Post by Iceman » Wed Aug 17, 2011 3:07 pm

Fix the spotty normals on the 398.
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Re: 398th squad WIP thread

Post by Shutter » Wed Aug 17, 2011 3:21 pm

...aaaaaaaaand under the wings, if you please. You need to keep an eye out for this stuff. Get familiar with the recalculate normals tool and unshadow. Given that you're using blender, you can always manually split poly groups.

Other than that, it's looking fairly alright.

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Re: 398th squad WIP thread

Post by red baron » Wed Aug 17, 2011 5:02 pm

I think that was just a bad angle, i went back and checked, and they only show like that when you're looking at them at that angle
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Re: 398th squad WIP thread

Post by Shutter » Wed Aug 17, 2011 6:52 pm

That's pretty much the definition of a bad normal red baron. Don't leave it in there, they're easy enough to fix and there's plenty enough tutorials on it on how to do it.

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Re: 398th squad WIP thread

Post by vincent » Wed Aug 17, 2011 9:02 pm

Shutter wrote:That's pretty much the definition of a bad normal red baron.
Not to confuse, I would say "bad vertex normal" or "sharp edge problem", since problem of normals (causing the faces to be invisible) is an other problem.

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Re: 398th squad WIP thread

Post by Shutter » Wed Aug 17, 2011 9:24 pm

Sure, but it's rather rare that you manage to not fix a flipped normal, so generally referring to an incorrectly split vertex normal as a "bad normal" isn't too confusing, I would think.

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Re: 398th squad WIP thread

Post by red baron » Wed Aug 17, 2011 10:09 pm

Shutter wrote:That's pretty much the definition of a bad normal red baron. Don't leave it in there, they're easy enough to fix and there's plenty enough tutorials on it on how to do it.
Alright, alright take it easy, i'll do it ;) :)
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