AdityaB's Facility
- Turbofan
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Re: AdityaB's Facility
- AdityaB
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Re: AdityaB's Facility
thanks for the helpdecaff_42 wrote:Can you describe what you mean by that? Shrinkwrap is always going to be slightly away from the fuselage or whatever you are wrapping around. If you are not applying the shrinkwrap modifier before exporting as a DNM file, then it should appear as if the decal is simply floating in space. However this does not look to be the problem from your screenshot.AdityaB wrote:it doesn't wrap, it pops out.....
yes i am aware of the fact that shrinkwrapp will always be slightly away...but if you look at the decal "IndiGo" on the fuselage the whole thing is standing out vertically off the fuselage ...
anyway, will try to solve today and will update
i wondered the same i actually was going to remodel the pylon and bits and pieces of the engine, but i did not get any good quality reference photo..... thanks a lot, by the way for the image you providedTurbofan wrote:I very much appreciate you trying to scratch-model a new engine for the NEO (props to you for that) especially since I cannot model worth a penny's worth, but I suggest re-doing that engine pylon and the nacelle if you can. Take a look at this reference photo and see the differences.
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Re: AdityaB's Facility
Have you applied the modifier before exporting..? It appears to me that you never applied the shrinkwrap modifier before exporting, and since YS will not recognise Blender modifiers, the mesh will stay unmodified (ie flat plane).AdityaB wrote:yes i am aware of the fact that shrinkwrapp will always be slightly away...but if you look at the decal "IndiGo" on the fuselage the whole thing is standing out vertically off the fuselage ...
anyway, will try to solve today and will update
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Re: AdityaB's Facility
Yes, i did, before exportingNightRaven wrote:Have you applied the modifier before exporting..?
I applied shrink-wrapping only to "IndiGo" on the fuselage before exporting, none else....NightRaven wrote: It appears to me that you never applied the shrinkwrap modifier before exporting, ....
NightRaven wrote: ... and since YS will not recognise Blender modifiers, the mesh will stay unmodified (ie flat plane).
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Re: AdityaB's Facility
Show a picture before exporting in Blender and in YS. The angles you provided make the logos look like they have nothing wrong with them.
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Re: AdityaB's Facility
oops!NightRaven wrote:...did you confirm that the logo was properly shrinkwrapped onto the fuselage before exporting?
Show a picture before exporting in Blender and in YS. The angles you provided make the logos look like they have nothing wrong with them.
sorry about that, realised that late!
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Re: AdityaB's Facility
Basically Blender will not create new vertices and divide faces using the shrinkwrap modifier, so it is trying as hard as it can to do what you requested some very long and straight lines. These need to be broken up to match the fuselage underneath the decal.
Furthermore use "Projection" instead of "Nearest Surface Point" to get better looking and less-deformed shrinkwraps. The Offset value you are using is too much. I'd recommend 0.01 at a minimum. Any less and things will start to look weird from a distance (See my 787 pack). Any more and you will run into issues with the decal being too far away from the mesh to look right.
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Re: AdityaB's Facility
Also decaff is correct in saying that the offset is too large. What I'd normally do is to select the fuselage in object mode, switch to edit mode, then select and separate the edges of the fuselage which cut through the logo. Then join the edges and the logo, and then cut the logo following those edges, then apply the modifier. It's messy vertex-wise but makes for a very close shrinkwrap (~0.01 offset).
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Re: AdityaB's Facility
Thanks a lot for the helpdecaff_42 wrote:You skipped Step #2 - Creasing from my tutorial. This is a very important step.
Basically Blender will not create new vertices and divide faces using the shrinkwrap modifier, so it is trying as hard as it can to do what you requested some very long and straight lines. These need to be broken up to match the fuselage underneath the decal.
Furthermore use "Projection" instead of "Nearest Surface Point" to get better looking and less-deformed shrinkwraps. The Offset value you are using is too much. I'd recommend 0.01 at a minimum. Any less and things will start to look weird from a distance (See my 787 pack). Any more and you will run into issues with the decal being too far away from the mesh to look right.
Since it does not understand vertices, we have to Alt+C, and applies to text.....right? but by the way, both, are not Text, they were created from scratch using plane and individual vertices....
Projection was successfully applied on SpiceJet, but not on IndiGo
when you say "...need to be broken up to match the fuselage underneath the decal." you mean to say select a part of the vertices and rotate them to make them parallel with the fuselage, right?
I tried that a lot, it looked dirty
Actually, yes i did not click apply, since till date whenever modifier is selected and parent object is selected it automatically wraps.... (if you look at my spicejet B737 or the P-8I the decals have shrinkwrapped to an extent ) I will click apply henceforth.NightRaven wrote:I'm ~100% sure you did not click the apply button of the shrinkwrap modifier. Like I said, YS does not recognise Blender modifiers (or rather the dnm does not support modifiers), so when you export the dnm without clicking apply, the logo will revert back to its unshrinkwrapped state (ie remain flat as seen in the in-game screenshots). If you did, then the logo wouldn't stay flat in YS but rather follow what you see in Blender.
Also decaff is correct in saying that the offset is too large. What I'd normally do is to select the fuselage in object mode, switch to edit mode, then select and separate the edges of the fuselage which cut through the logo. Then join the edges and the logo, and then cut the logo following those edges, then apply the modifier. It's messy vertex-wise but makes for a very close shrinkwrap (~0.01 offset).
Thanks a lot for the help
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Re: AdityaB's Facility
Imagine you have a metal rod that is 2cm across. With only your hands, you have to wrap it around yourself like a belt. That is really hard to do and unless you are super strong you will not bend the metal rod. This is what blender tries to do when you have a really long edge (like the J in Spicejet) that is supposed to be shrinkwrapped around a round fuselage. It just will not work.
Now imagine that instead of a metal rod, you had a chain. Each of the segments is really straight and again you cannot bend each of the individual segments, but because there are many joints (In blender you can think of this as a vertex) at which the chain bends, you can bend it around yourself really easily.
The same principle is true in Blender.
If you were you make some horizontal cuts through the mesh of the J in spice jet, you should see that the modifier has a better chance to wrap the decal to the aircraft fuselage. To get the best effect effect, you want the horizontal cuts to overlap the edges of the fuselage mesh.
So if you had a really really simple fuselage that was a square rotated 45 degrees like this <> then when you put the decal up next to the fuselage it would look like this: | <> Now if you made a cut that was in the same vertical plane as the edge of the fuselage, you would be able to bend that vertical decal easily.
the minus sign = cut
-| <> will then shrinkwrap like this: < <>
If you still have questions, please watch my tutorial about shrinkwrapping. https://www.youtube.com/watch?v=_EZ1D2QzEHE Watch the whole video, but pay extra attention to the part beginning at 3:50. This is what you are doing. At 8:00 Is what you should be doing.
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- AdityaB
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Re: AdityaB's Facility
I shall do that as soon as I get back to my computer (replying from my mobile ).....
And will edit this post for updates
Thanks again
EDIT:
yes, I did as you said decaff, thanks a lot
Thanks a lot everyone for the help
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Re: AdityaB's Facility
Here are a few screenies: There are more colours/paints.
For that IAE V2500 for the IndiGo A320, how do I smooth it out, as it looks like a solid polygon in YSFS?
Thanks a lot
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- AdityaB
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Re: AdityaB's Facility
here is a screenie: that decal was made in 10 minutes! (personal record )
suggestions and brickbats are always welcome by me
Happy Flying
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Re: AdityaB's Facility
It's me,even V8-DLA is a 787.
Anyways,now waiting for my Laptop to be fixed so i can do a Borneo scenery.
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Re: AdityaB's Facility
my record best! record best in completing a repaint
The Royal Brunei Boeing 787-8 departing Heathrow
this is the delivery flight from Paine Field. next stop-Toulouse to escort new sisters back home.....yeah i mean more repaints
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- AdityaB
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Re: AdityaB's Facility
I am sure you might have noticed, if you have downloaded the A320 with IAE V2500 engines I made and released on the IndiGo and the Royal Brunei Airline scheme, the polygon type engine.
How do i smoothen it out?
It looks so polygonish.
Thanks a lot....
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- AdityaB
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Re: AdityaB's Facility
i just stretched the A320NEO...
A320ceo
A320neo
by the way, is it a two row stretch??
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- AdityaB
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Re: AdityaB's Facility
been having a lot of problems these days: animations, objects...etc...etc....and now these chaps in scenery editor .......... and of all the deadline!
can anyone advise, what did i miss?
Thanks a lot
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- AdityaB
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Re: AdityaB's Facility
1) viewtopic.php?f=169&t=8599 - Fly Blue
2) viewtopic.php?f=169&t=8542 - Indonesia One
3) viewtopic.php?f=168&t=8617 - Korean
4) viewtopic.php?f=168&t=8555 - Royal Brunei
5) viewtopic.php?f=168&t=8612 - Singapore
6) viewtopic.php?f=168&t=8630 - Thai
go ahead and download.....
let me know if anything...i mean suggestions, corrections or brickbats
Thanks @TurboFan and @Decaff ----------------------
WIP:
few things on hold
concentrating on SAAP and SADF
good day all
Happy Flying
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