* Both versions seem to work good with no problems as far as creating 3D objects within the program itself and saving them to the inherent. I have uninstalled and reinstalled the programs for conformation. Metasequoia uv mapping free#(the currently free versions at the metasequoia site). I have been testing both Metasequoia 2.4 and 2.3beta. There's a lot to learn with this 3D stuff and it can be daunting at times, but the fun of creating out weighs these and anyone else concerned, I have discovered a few things about Metasequoia and how it exporting the Direct.x file.įor the record my OS is Vista Ultimate 64. I have to do some model object reorganization anyways, so I'll let you know what I find. Yes, I am using double sided faces and the shadow disappeared totally when I combined several objects into one layer/box in metasequoia. I have been using the 2.4, I'll try the 2.3.ĭoes anyone know if there are any issues of this nature with 2.4? I do have both 2.3 and 2.4 MetasequoiaLE on my Vista Ultimate 64, maybe they are conflicting? LOL, I can normally figure this stuff out, but it's driving me nuts. I see ggunners' pz-p51-bl also has a transparent cockpit, but for the life of me I can't figure out how. However, I am pulling my hair out having major problems creating a transparent model, such as the propdisk, without a texture. Keep up the good work guys! I'm loving it! Now I just can't stop flying your aircraft to work on the sim I'll be happy to help out with the flight model should you want to. Metasequoia uv mapping windows#Gary is right: modelling the windows in a seperate, transparent material is more efficient, but you'll also need to build some sort of interior or the result might be weird when looking inside the cockpit. you set the material alpha < 1.0 to get the windows transparent. Also set emission and ambient to 0 for all materials, or the plane won't get the correct shading/lighting.Įdit: I just see ggunners message coming in: aaaah. So check your materials for alpha and set it to 1.0 (except for the truely transparent ones). This is bad for framerate, appearance and your plane doesn't have a shadow. mqo file that all materials have some degree of transparency (alpha < 1.0). x files (the 'tex' part of your material should not contain directory info, just the filename). That should remove the direct paths in your. Then reassign the texture file in the material to that copy. textures: look in the Configuration > System settings of metasequoia for the texture folder and place a copy of your texture there. Very smoothly modeled as well! If this is your first try, I'm amazed! Hi Eves, absolutely beautiful airplane, someone should build a real R/C model of it. Thanks, ggunners and also for the plane references. mqo but I was hoping it rendered ok in RCdeskpilot. mqo file? or the RCdeskpilot files? or both? Recommended Battery:3S 11.1V 3200 mAh Li-PoĪre you referring to the. Trim Scheme Colors:Ultracote White with maroon and gold trim The PZ Super Decathlon is a small airplane. There you can get the span, chord and weight of the model which will help with accurate flight physics and specifying the size for the sim. It looks a bit like a Beaver and that may be a good model to use. You might want to find a model close to yours and make the flight physics close to that model. You have a lot of polygons there, but they are beautiful. If you change it to just the filename "mullicoupe skin-1.png" others will be able to enjoy your creation. It looks something like C:\modelfactory\mullicoupe\mullicoupe skin-1.png or so. Metasequoia uv mapping skin#However, many people will not be able to see your airplane because you left the image map skin as a fully qualified directory.
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