+russouk2004 Posted January 20, 2015 Posted January 20, 2015 (edited) Deleted some bits and added others to creat all in one canopy...glass looks odd...any ideas?... it seems to be the areas ive removed and remade.. my other f4`s use double sided ok so its not that... Edited January 20, 2015 by russouk2004
+Dels Posted January 21, 2015 Posted January 21, 2015 If there's no extra faces in there then I'm usually left with only one option: 1. Create a new mesh (simple box or something like that) 2. Attach the old canopy glass to it. 3. Delete the verticies or faces of the box you made leaving the canopy glass behind. 4. Move the pivot to where you want it. 5. Re-link the object to the right place in the heirarchy. 6. Assign the canopy glass texure to it. 7. Re-map if required. It's a bit long-winded but it saves building the mesh from scratch again. Dels
+Monty CZ Posted January 21, 2015 Posted January 21, 2015 I use one sided material and if required simple copy the mesh invert faces inside and connect it in hierarchy to the original one
+russouk2004 Posted January 21, 2015 Author Posted January 21, 2015 Think \i ll rebuild it as doing that I still get the patchy polys
Spinners Posted January 22, 2015 Posted January 22, 2015 I still get the patchy polys Get some cream from the Doctor...
+russouk2004 Posted January 22, 2015 Author Posted January 22, 2015 tried normals route....nothing....redid polys same result...short of making new glass...im outta ideas why the deleted ares show up like this...
+RAVEN Posted January 23, 2015 Posted January 23, 2015 Your using double sided correct? Wild thought, turn it off, strip mapping. Reset XForm, check poly facing. Then remap. That is if you haven't tried it already.
+RAVEN Posted January 23, 2015 Posted January 23, 2015 Just had another thought. If your using a single pixel tga. And the the added sections are mapped different, the texture stretch will be lighter or darker depending on the amount of stretching of the tga. I'm Not 100% on this. The only way I fixed it was to remove the texture from the mesh and the texture library, Max will inport textures with imported meshes. That's why some of Geo's ground objects are missing textures. Their textured in max, but not textured with the same "Library" texture when exported. I ran into it doing the Hurricane's swapping meshes with the same texture names. I hope this makes sense.
+russouk2004 Posted January 23, 2015 Author Posted January 23, 2015 I know what u mean m8....the glass is mapped flat on my hawk glass tga... I think the xform reset is the way....
+russouk2004 Posted January 25, 2015 Author Posted January 25, 2015 made new glass....sorted...no idea why it happens...ah well...
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