SixGhost
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Here's my annoyance:
I cut out both gear doors and they are symmetrical, but since each door is a different object, I inevitably get a hard edge right at centerline. The lower fuselage being convex doesn't help to alleviate the effect.
It's really disrupting the flow of the mesh IMHO and AFAIK we can't make use of the normals modifier in Max.
Now, what would happen if I did something like this?
I would extend every door with a piece of geometry from the other door so not to have a hard edge at centerline and keep the curvature of the lower fuselage, then use a multimaterial composed by my fuselage base material applied to the faces that form the actual door and a fully transparent material applied to the faces that form the extension. Finally map and texture the corresponding faces in totally different positions.
Has anybody tried something similar? Would it work? Am I a paranoic nitpicker?
I cut out both gear doors and they are symmetrical, but since each door is a different object, I inevitably get a hard edge right at centerline. The lower fuselage being convex doesn't help to alleviate the effect.
It's really disrupting the flow of the mesh IMHO and AFAIK we can't make use of the normals modifier in Max.
Now, what would happen if I did something like this?
I would extend every door with a piece of geometry from the other door so not to have a hard edge at centerline and keep the curvature of the lower fuselage, then use a multimaterial composed by my fuselage base material applied to the faces that form the actual door and a fully transparent material applied to the faces that form the extension. Finally map and texture the corresponding faces in totally different positions.
Has anybody tried something similar? Would it work? Am I a paranoic nitpicker?