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Old 10-25-2012, 04:45 PM
SaQSoN SaQSoN is offline
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Quote:
Originally Posted by Zorin View Post
How am I supposed to know that?
Well, generally, you don't. Now you do. On a side note, however, it is rather logical to have a front projection of your model in the front view window of the Max. But, don't worry, it's a typical error, I did that too, when I was only starting.

Quote:
Originally Posted by Zorin View Post
I always paint and setup textures in a higher resolution. It was just the base setup and had no detailing yet. Of course it would be resized for the finished product...
For an objects with relatively small pixel rate (a number of texture pixels per polygon) I wouldn't recommend such approach. Because it is quite possible that after resizing the texture, a details painted on it, would shift way too much relatively to the existing UWs. And some pieces previously carefully aligned on UW seams or near 3D parts would become misaligned.
Therefore, it is strongly recommended to painted a texture exactly into the size, which would be used on the final product.

Quote:
Originally Posted by Zorin View Post
I UVW to reduce possible distortion even if that requires a little more time for proper texture painting.
It is a very good approach for a large objects and large textures. In current situation, however, with relatively small pixel rate it is better to avoid making too many seams because with only few pixels per polygon it sometimes would be impossible to align texture on the seams properly.

Quote:
Originally Posted by Zorin View Post
Besides, anything that would have had seams you removed anyway...
The main hull wasn't removed, or so it seems and it was the place with the most unpleasant number of seams in most unpleasant place (were fin attachments were supposed to be painted.

Quote:
Originally Posted by Zorin View Post
Why should I do it if I can keep higher detail within the tri-level limit I have been given?
For a starters, the very thick fins, you modeled, wouldn't be accurate to the real thing. The metal fins on the torpedo had "hydrofoil" shape, so their outer edges were almost knife-sharp. The thickest part of the fin would be at the middle of it's root and it would be around 10mm or so, judging from the photos. The only image of the torpedo with that thick fins is from USS Intrepid museum, where an inaccurate wooden replica is displayed.

Another reason is that on all other IL-2 models (planes, vehicles, ships) parts, which are thinner, then 30mm or so, are considered as 0-thin. We have to keep general visual detail of all models on approximately the same level.

And finally, making those parts 0-thin allows use of alpha channel, which allows to further reduce polygon count.

Quote:
Originally Posted by Zorin View Post
I also was told that I would not have to build for 2-sided material, but could use flipped faces and only count one side per part. Could you guys please make your mind up....
Don't see any contradiction here. You can use both approaches, even on the same model, if you please. But generally, it's easier to use 2-sided material.

Quote:
Originally Posted by Zorin View Post
Alpha channels are just to be avoided as far as I am concerned as they only allow for very crude results on this resolution levels.
Do they really? Looking on the model which was sent back to you, I can not say, they do.

Quote:
Originally Posted by Zorin View Post
Surprise, see point one. If I don't get proper info on that, how can I include it? Besides this was clearly labelled as a LOD0 preview...
LODs were mentioned along with basic triangle and texture requirements somewhere on this forum.

Quote:
Originally Posted by Zorin View Post
Also, the variants are meant to allow every type of torpedo plane to use the proper torpedo tail for any given time frame. If you don't want the four, which could easily be 8 btw, then just leave out the tail assemblies altogether, cause anything else would be a halfarsed job.
Sometimes, you got to get into account, that you work with other people, not just alone. In this particular case, making a gazilion variants of basically the same weapon, which differs from others only extrnally generates a lot more work for a programmers who will implement this ordnance into the game. Throwing at them more work at a time, when they are already overwhelmed with other work isn't a good example of team work.

That's approximately the same story, as with polygon limit, as Caspar explained it to you.
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