![]() then bake your unwrap to texture in same aspect ratio like you have it in max and open it in Photoshop. For unwrap you have ready sheets in size 245x200 (in my case), so you need to create blank texture in 180 DPI 245x200, select all parts from one sheet, apply this texture,apply uvw Map-planar - lenght 245, width 200 cm and if its needed, move it by gizmo exactly to the rectangle which represents the sheet. But don't worry, you are almost done with the easy part of this project )Īnd yes ,this is most trickiest part, if you have some experience with texturing, good for you and you can at least use your knowledge to find unwrap modifier faster, because rest is completely different. Easy no? No? Yes i know, i was finding best way almost two years. Here you are, you have splines almost ready for cut ). After you select each rib, in edit poly choose Borders, select all borders and click on ''create spline from selection'' button. Then you rotate all and place to 0,0,0 axis, spread on sheets in size you asked in Printing company ( in my case is 245x200 cm pritable area on their UV printer and similar for CNC) and sort all to rectangles of this size. ![]() But these notches will be 8 mm, because two flaps is going in. When this is done, you need to create 4mm notches in every crossections between ribs, also for surface parts to fold it in vertical ribs. (your surface should be scaled before by 4 mm to get inner shape, best to do it by Shell modifier). I am using 4 mm corrugated cardboard, so i created vertical and horizontal boxes as ribs in my original 3d model (need to be closed, no holes) and when i was happy with places, apply ProCutter modifier to get ribs in shape of surface. But first you need to decide, or ask priting company, how thick cardboard they are able to cut. Like almost every creatures(except that invertebrates punks) my cockpit need skeleton to stick together, so you need to plan each rib carefuly and think about it to create useful part of your construction, not useless. This will be very useful later to see how to unwrap and texture your kit. Then you import your unfolded fuselage in curves to 3DS max again and you can grab your original 3D model, split it for same object like Pepakura did and by Morph modifier animate into the frames from curves. Just one advice, in 2D menu turn off ''show flaps''. Sure you need to play with the settings and seams to get best result and maybe go back here in future to redesign some of it, but it's fun to explore all possibilities and inventing best way. Some of them are curved, so Pepakura will unfold all and give you clear idea what parts of surface need to be sliced and how big sections you will get. In my case i choosed F-22 Raptor and because i am working in 3ds Max every day, i created fuselage and choosed cockpit section, sliced front and back, closed mesh in cuts and export to Pepakura designer. Now i will explain how to create it from scratch, not every details, supposing that if you choose this way, you are familiar with modeling, texturing and photography.Ĭhoose Aircraft what you like most. Also Pepakura designer, but it is easy to learn.Ģ)Or now is avaliable on our Online store for download There are two ways how to get data for your cockpit kitġ) You can create it from scratch ,but you need to be skilled in some 3d modeling software, texturing, photography, Photoshop and Illustrator.
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