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Thank you, rhino told me theyre in 2d so i modelled em like this[R-DEV]J.F.Leusch69 wrote:cant really tell you how your model is, but you dont need to model the tracks, they are basicly just animated textures.


Ok thank you very much. I already tried flipping it around and it does not work, well it gets invisible if i flip it. On the pic you see the right side. Dont know what this is coming from, i checked if there were any edges or vertecies in or close to the poly but nothinglucky.BOY wrote:The face (polygon) you marked might be turned around, so doesnt show up on the render. Try going to Display (same area as modifiers are) and select Backface Cull in the Display properties swatch. If the polygon turn invisible, you have to flip it around. There is a button for it in Edit poly.
Baking is a process in which you turn properties of a highly detailed model into a texture, that can be applied to a less detail model afterward. It requires you to have a UVed lowpoly model and a highpoly model with all the useful details, and then you can get a normal texture off it. Generally speaking, you can get a Ambient Occlusion texture, a color texture etc etc by baking.
Dont have a proper tut or anything for it in my bookmarks though.
Hey, thx for the help, but this poly is still bugged and i cant find any solution to solve this. Tried a lot of things but it wont work always looks like on the pic.lucky.BOY wrote:Well if its only one polygon, you can always delete it and that cap the gap it leaves. Might fix it for you.
Donelucky.BOY wrote:If you want you can pm me the .max scene and i will have a glance a it.



Thank you very much.lucky.BOY wrote:After half hour of trying everything imaginable I tried to put a omni light in the scene, turns out it was just bugged scenelight (i guess). With the omni light, its normal.
However, looking at the model, it really needs some fixing, fine example being this
You got lots of hidden or doubled polys, and mostly you got these polys that extend between wrong vetricles. Also here, the polygon in centre of the picture does not follow the verticle because its a four-sided polygon, not a five sided one. I also frenquently saw multiple verts in one place, where must be only one.
What You should do now is to check every corner where edges meet and make sure there is only one, if there is more, weld them together, you will often need to drag one of them out to see how the edges and polys are distributed between them, and then maybe delet some of these polys and target weld the vertex back.
You also need to check for instances of what i posted above, a polygon that doesnt connect all vertexes it should connect, and (related to that) edges that span over larger distances than they seemingly span (you click a edge between two verts in the middle of the vehicle and the edge goes from front of the vehicle to the rear of it).
Remember, the main hull of the vehicle (not talking about small bolts and stuff) should be completely welded together, there shouldnt be intersecting polygons, multiplied edges or multipled verts.
Cheers

