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How should I make this corner?

F747fly

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So I've got a bit of a dilemma on how to make this very specific piece of corner for my taxiway...
You see I've got to make a corner that while cornering gets smaller... (see image)

Any ideas?

image:

Capture_zpsc931b9b0.jpg



Because I was planning to do it with a simple fix using lines, but will the result be any good?
 
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I would call for magician as well as you would. One end and another end that "line" cannot make it..

I know all of those techniques and especially one that you are talking about.
But see what happens, your corner could be already done. Instead, you are looking for the way that you can live without, spending more time on finding it, waiting for somebody reply, then learn how it works etc.. 3 hours instead of 10 minutes.
 
Well, to new people this isn't so obvious.

How, by the method you mention, could you make the taxiway with a hole in it? The poly would have to be bought up to the side of itself.

With making splines, you can attach and then boolean merge them together, and have a contiguous piece with many holes in it.
 
I have holes as well and never use Boolean. 90% of my Apron, taxi and RWY made of splines n path.. No Boolean, clear and tidy wireframe topology with all quads around..
 
Boolean can be useful, but then it can be messy as hell and mess up the poly generation. What's "quads all around"?
 
There are at least three or four ways to do this, but if you finish up with a useable taxiway then it's good. Tic's ground poly tutorial is a well-made guide to some useful methods.

You must excuse the Boolean Police, it's a long-running argument on this site.
 
Shaun are you kidding now ? :D See here, this is what I mean. Use of boolean has to be very careful and precise work. Use only when you cannot live without it, almost like as in here.
Boolean cannot be an argument, it is precise geometry science.
Other use of boolean is laziness. :)
 
I see what you mean. By merging lines and making them a single polygon, there's only a single face instead of the dozens in the quad model?

And yea, boolean does often lead to an absolute mess, when it works. But merging splines is a different cup of tea to merging/subtracting manifold objects.
 
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At the end of the day, any game is forcing quads to tris, Any quad is about to be split in two faces.. Quads are better modelling wise, that is mapping and rigging.
In this particular case with taxiway, quads are important only if you are planning UV map it. Also, with good topology you can save some poly count for anything else.
But see what happens, F747fly still looking for the best way instead of applying texture on the face he had a question about..
Remember this ?
3 hours instead of 10 minutes.
Now look at the time when thread was started.. :D
 
Well I'm not going to resolve this Boolean discussion, nor do I want to be caught in the middle. But just too ask, why's this discussion happening now? Because as far as I can see I don't think I'll need to use any cutting tool to make this segment, or am I overseeing something? In the end it won't be one solid piece of taxiway, would it? Because how are you going to texture it then? I guess you'd have to use UV unwrapping then, but how would that work in such a case?
 
Yeah, because there's concrete and asphalt, you'd want to make sure each is a different polygon.
 
In the end it won't be one solid piece of taxiway, would it? Because how are you going to texture it then? I guess you'd have to use UV unwrapping then, but how would that work in such a case?
It is absolutely up to you how many pieces your runway is of, I do it in layers and so, yes, one solid piece, then everything that differs from main surface material, I add the layer on top of that.
May be it is not ideal way, but looks good... :)

You were asking for small piece of corner - I did it for you..
Boolean pop up because we were drilling holes in your piece of corner whilst awaiting your response... :D
 
Okay so it comes down to:

- Make different segments, consequently making some edges of the texturing visible.

or

- Making one piece, consequently making a bit more complex mapping using UV unwrap but better results.

right?
 
Have you seen this ? http://iblueyonder.com/ground-poly-tutorial/
So, Base is 1 big solid Taxis, Rwys, Approns. One Big map
Then your small pieces on top of another.. Just turn on your best imagination.

Make those layers Physically on top of another in 3D editor, so you can see and get them modified if needed.. Then Place this sandwich in to the MCX Ground poly Wizard, Tell every texture its layer number (count from bottom and up). Export.
 
Okay so it comes down to:

- Make different segments, consequently making some edges of the texturing visible.

or

- Making one piece, consequently making a bit more complex mapping using UV unwrap but better results.

right?

I have no idea what you mean.

Look, read Tic's tutorial. That's what it's there for. There's no point in doing it wrong 100 times.

And as FSFOX says: overlay the materials. If you have a curved polygon meeting another curved polygon of different materials, then put one at a lower layer in ground polygon wizard than the other, then only one has to be curved.
 
I have no idea what you mean.

Look, read Tic's tutorial. That's what it's there for. There's no point in doing it wrong 100 times.

And as FSFOX says: overlay the materials. If you have a curved polygon meeting another curved polygon of different materials, then put one at a lower layer in ground polygon wizard than the other, then only one has to be curved.


okay I'll do that, just one question... Every time I try to apply my satellite image to a plane it just turns white instead of turning to a texturing featuring the image... I've got "show map in viewport"turned on, yet it doesn't take...
 
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