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Old 02-16-2016, 06:02 AM
Sita Sita is offline
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Originally Posted by Spudkopf View Post
Not exactly sure of what you mean, but I started with my lod 00 model scaled to 100% (1:1) and then I created simplified versions of that same model backwards to create the rest of the lods 01,02 and 03, these are just surface meshes and do not have any mapping assigned.

i mean .... much easier make lod00 with maping and texture ... and from that model you make all other lods keeping mapping from parent lod...
you copy lod00 - named t like lod01 and by removing edges and vertex's you will get fine lod01 with maping ...

in other way, when you make lod00, not finished maping and already make all other lods you will be make new maping for each of lods again ... it's double work ...

send to me lod00 for review ...
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Old 02-16-2016, 07:05 AM
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Spudkopf Spudkopf is offline
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i mean .... much easier make lod00 with maping and texture ... and from that model you make all other lods keeping mapping from parent lod...
you copy lod00 - named t like lod01 and by removing edges and vertex's you will get fine lod01 with maping ...

in other way, when you make lod00, not finished maping and already make all other lods you will be make new maping for each of lods again ... it's double work ...

send to me lod00 for review ...
I see where your coming from now, so this means the below may be more difficult to map:1



Pursuivant, I already had a couple of sandstone variations prepared, the version displayed above was for the Northern MTO, like in the colour photo _1SMV_Gitano provided back on page 2:

Dark Sandstone



Light Sandstone

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Old 02-16-2016, 08:21 AM
_1SMV_Gitano _1SMV_Gitano is offline
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Indeed Dark Sandstone seems good to me.

The final result will depend also on terrain textures, which are not yet finalized.
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Old 02-16-2016, 09:04 PM
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Indeed Dark Sandstone seems good to me.

The final result will depend also on terrain textures, which are not yet finalized.
Here's the dark sandstone placed onto the SW model of mesh 00 as a test.



Still painfully slowly coming to grips with 3ds-Max, started a new scene with just the mesh 00 imported and then merged in the ground reference pyramid, I've watched a lot of YouTube but still looking for that one well made tutorial about the basics, most just do things so quickly that really don't know how they just did what they did.

While I was importing the step file last night I noticed that it appears my version of Max can import native SW parts and assemblies, so I have made a "pack and go" the mesh 00 out of SW and will take this home tonight and see what if any difference there is between importing the step or a native the native file.
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Old 02-16-2016, 09:20 PM
Sita Sita is offline
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as far i can see you put texture tile for all mesh ... i can't say that is wrong ... but a liittle not by Il2 way .... i mean Il2 game engine didn't support self shading and other effects ... so we must draw shadow and highlights on objects by our hands ... in that case maping on mesh is not right
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Old 02-16-2016, 10:17 PM
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as far i can see you put texture tile for all mesh ... i can't say that is wrong ... but a liittle not by Il2 way .... i mean Il2 game engine didn't support self shading and other effects ... so we must draw shadow and highlights on objects by our hands ... in that case maping on mesh is not right
G'day Sita

This texture is just an initial test texture, to give me an idea of the colour and an idea as to what I'd like to eventually achieve, it is by no means the actual mapping texture, when I finally get to the doing (and figuring out how to do) the texture mapping I'll design a specific texture in line with that of the reference object that you supplied me as a guide.

As it is I've not even worked out the basics of mapping yet so this could still take a while.

I still need to take a proper look at the link that to also supplied, thus far I'm trying to see how far i can get by trial and error (mostly error by the way).
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Old 02-17-2016, 06:03 AM
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oh ... okey) i've got it) ... sorry)


btw can you send me lod00 (or mesh00 ) for quick look? in .obj format ..
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