CompuServe Thread

#cutting windows

6 messages in this thread
#193049From: darin friedmannSep 28, 1995 8:02 PM
I am having trouble cutting windows into a spaceship-like mesh that I have created using the FIT tool in thre 3D lofter. Is there any simple way to do this? On top of that, I would like to add tinted glass windows to the holes. How can I make these shapes come out the way I want? Is there also any dynamic way to apply decals without having to continually re-render to check if they are properly positioned? I would greatly appreciate any advice. Thanks in advance. Darin Friedmann
#193145From: Mike KelleySep 29, 1995 10:56 AM
> Is there also any dynamic way to apply decals without having to continually re-render If you use the MeshPaint IPAS you can paint directly on your model, placing things very precisely. Most people like to use it as a positioning tool, finishing up the final map in their favorite paint program.
#193461From: Matthew P. SamiaOct 2, 1995 12:00 AM
Hi Darin You're probably going to have a lot of trouble making windows using geometry. A better solution would be to apply a decal of the windows, and if you want them to have differing shininess or opacity properties than the rest of the hull, use a matching map in the shininess and opacity slots in the materials editor, or as masks in the same slots (depending on how you have this hull material set up). Another solution would be to detach faces from the hull, and give them a glass material, but your window shape would be constrained to whatever possible shapes you could make out of the hull faces. You could also boolian, I suppose, but really, the best solution would be to do it with materials. I hope that helps. M. Samia
#193508From: JOHN HOSTICKOct 2, 1995 10:01 AM
>>…windows in a spaceship… I recently worked on a space station project that required windows to be lighted on the dark sides. First, I created my texture maps for the station. I determined the color I wanted for my windows, then located the windows on the main texture map (in Photoshop using fixed size selections filled with light color). Next, I converted my main texture map to a bump map, using it as negative. This gave me raised sections of hull detail and recessed window openings. The next step was to convert my main texture map to an opacity map. To do this, make your windows black and everything else white. The final step is to scale down a copy of your mesh object and apply to this a 100% self illuminated material in the color you desire for your lights. These combine to give you lights that appear to have illumination on the "sun" side of your model and glow in the darkness on the "dark" sides. John Hostick
#193897From: Matthew P. SamiaOct 3, 1995 11:48 PM
Re: the spaceship window problem: You could also use your map of the windows as a self-illuminated map, which would make it so you wouldn't have to make a copy of the mesh, and would save rendering time. This is possible in releases 3 and 4, but I'm not sure if release 2 had this capability. Matthew Samia
#193626From: Mike BoldrickOct 2, 1995 8:11 PM
I cut windows into 3D airplanes regularly, but I do it in Autocad using a terrain modelling package (I use Eagle Point's Surface Modelling and Site Design packages). They have a routine that will superimpose a 2D polyline onto a 3D mesh and it will break the faces for you, creating new 3D faces. Hope this helps Mike Boldrick