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Seen at RAF Bicester

hairyspin

Administrator
Staff member
Some new-fangled bird, nobody's allowed near, but it's got two of everything ... except guns. It's got four of them and they don't look like Brownings, old boy. Very hush-hush!



Bicester-No1_zps28shyhop.jpg



Bicester-No2_zpspz6hths8.jpg




(first export to CFS3, went better than I expected!)
 
Yes!! Another wonderful new aircraft!!


(Technical (modelling) question: Based on the colours, it seems as if the wheels are made out of different gmax parts (hub, thread, left & right side walls). If so, what's the rationale behind such modelling? Why not make the wheels out of a single cylinder? If the colour is so because you have already textured it, forget I asked)
 
Yes!! Another wonderful new aircraft!!


(Technical (modelling) question: Based on the colours, it seems as if the wheels are made out of different gmax parts (hub, thread, left & right side walls). If so, what's the rationale behind such modelling? Why not make the wheels out of a single cylinder? If the colour is so because you have already textured it, forget I asked)

Not different parts, different mappings using different material IDs. The tyre tread is cylindrically mapped, the sides planar mapped and the different selections are marked with what I call a Harlequin multi-material. It's a method which allows you to see which selections of polys belong to which mapping before getting lost in Poly Select modifiers. The wheels haven't been textured yet.

You'll find this in UVW Mapping in Gmax Part 3

the texture on the right side is not ... thgiR :a1310:

jk,
:very_drunk:

Are you suggesting it's gnorw? LOL The texture sheet is rather tightly packed and having one side a mirror image helps to pack everything in. An earlier stage of the mapping was in a recent thread.
 
Not different parts, different mappings using different material IDs. The tyre tread is cylindrically mapped, the sides planar mapped and the different selections are marked with what I call a Harlequin multi-material. It's a method which allows you to see which selections of polys belong to which mapping before getting lost in Poly Select modifiers. The wheels haven't been textured yet.

...

Thanks for that, Tom!
I downloaded and browsed through your other tutorials in that series and my head is spinning!! It's so completely different from what I did with my buildings. But it's good to learn new techniques and use more of gmax' capabilities. So I'll see if I can put that to use with the P-47.
 
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