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I've been working on this model for awhile, but now I'm getting serious with it. At
this point there are 114 individual panels. Some
polygon issues have made themselves apparent, so I have some editing to do, too. There
are many details of this aircraft not
included in this image (more then there are included) .
I smoothed the spinner, and then a smoothing issue popped up. The backplate of the
spinner exhibits excessive curvature after
smoothing. I would like a way to handle edge preservation, because it looks like most
of the individual panels must be smoothed,
too.
I attempted to handle the spinner by merging two separate booleans. If you zoom in on
the spinner in this image you can make out the
difference between the smoother nose and the faceted backplate. I already don't like
it.
Then, there is another issue at work here. I intend to reproduce the panel fasteners.
So, I have to know where the edges for each
panel are. It would sure be nice to pop these components into a utility, do as I have
outlined, and apply textures too!
Grim
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Oooh, a gleaming P-51, one of the sexiest warbirds ever made. Sweet model
too. What are you using to model it? Why not increase the polygon count
dramatically when converting to a mesh. Or are you already working with a
static mesh. When I export my aircraft I use an ungodly amount of
triangles. It takes 15 minutes to parse into POV-Ray, but I can get in real
close with the curves holding up and the edges line up perfectly.
--
Skip
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> What are you using to model it?
I think he models it with POVray by hand-coding.. Don't know why I have this
feeling, but it's good work.
Regards,
Hugo
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Absolutely beautiful. My hat is off to you.
Cheers!
Chip Shults
My robotics, space and CGI web page - http://home.cfl.rr.com/aichip
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Beautiful model!
I think you may be obsessing over the spinner/backplate fit, any
irregularity seems well within the margin of the airplane construction
itself. I particularily like some of the work around the fron of the
cockpit.
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In article <3c8a7491@news.povray.org>, "Hugo" <hua### [at] post3 tele dk>
wrote:
> I think he models it with POVray by hand-coding.. Don't know why I have this
> feeling, but it's good work.
It is very obviously a mesh, even some parts that would be very easy to
make with POV primitives. It would be very difficult to hand code that
kind of mesh, even if you had some very fancy macros to help. I'm
guessing he used a patch modeller.
--
Christopher James Huff <chr### [at] mac com>
POV-Ray TAG e-mail: chr### [at] tag povray org
TAG web site: http://tag.povray.org/
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TrueSpace, exported as dxf, and then converted to triangle data with wcvt2pov. I
probably should have used sPatch, or another bezier
utility. This rendering contains 42,000 triangles (or so). It should be smoother than
it is, so it's a matter of finding a solution.
This is a 5sec parse.
I recreated the canopy section with twice the number of polygons as neighboring areas.
There are still anomalies visible. Ah, well,
I'll up the max_trace and carry on.
Here is a sample of the spinner after smoothing, and without the boolean construct.
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I appreciate the accolades everyone.
Grim
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Impressive!
But..... where's the pony?
--
Apache
http://geitenkaas.dns2go.com/experiments/
apa### [at] yahoo com
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P51 Mustang = pony
Grim
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