@Professor Moriarty - Now that you're getting some great experience with sub-D modeling, how are you getting along with texture mapping the objects? It looks like you've got a handle on the materials.
The Tab key is your friend when doing this. Figuring out how the edge polys flow when they're subdivided (so that you can correct issues like pinching) is still a bit of trial and error for me, so I'm constantly tabbing back and forth in Modeler to check my work. Unfortunately I am finding that Octane isn't as forgiving as I originally thought. It really doesn't like ngons on curves and when it sees something like that it usually will leave the offending geometry undivided (e.g., a smooth fillet in Modeler will sometimes have a sharp edge in Octane). I sometimes have to add extra edges to get to a flat spot so that everything works.
What have other modelers of the class F shuttle settled upon for its length when you've modeled it?
Almost perfect...24 / 21 = 1.1429 times larger.
Hmm...
1.1429 x 947 = 1082
aaahhh crap.
Ah yes, the good old days when a material setup could fit on one screen. Well, it still can... sort of...View attachment 22257
This is the material that covers the hull on the upper port side forward of the entry hatch, which I applied with a "Box" projection that was tilted a few degrees to place the PNG image file decals perpendicular to the slanted surface.
Excellent-looking work!Ah yes, the good old days when a material setup could fit on one screen. Well, it still can... sort of...
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