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FSX Best way to model in cockpit glass

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us-california
I'm back after several months, and have started myself a much easier first project, a little VLJ. Again I modeled in in solidworks, complete with interior. Now in solidworks it has a nice glass cockpit, but none of that transfers into gmax, so now its completely black, which I expected. My question is, how best can I put that window back in?

brushwolf.jpg


A few things occured to me since I began this post, so I'll try those really quickly. If anyone has any brilliant ideas it would be tremendous
 
Hello,

It appears that perhaps the SolidWorks materials arent working right in Gmax/Max. Recreating your materials should do the trick, using your same textures (bitmaps, PSD files, etc). Also, I believe it should retain the mapping, so all you need to do is create the materials and re-apply them to the models parts and it 'should' self locate on the model parts.

When you say 'glass cockpit', do you mean glass screen instruments, or the canopy? Glass cockpit, these days, means something like a Garmin G1000 glass screen system, or the like.

Bill
 
Hello,

It appears that perhaps the SolidWorks materials arent working right in Gmax/Max. Recreating your materials should do the trick, using your same textures (bitmaps, PSD files, etc). Also, I believe it should retain the mapping, so all you need to do is create the materials and re-apply them to the models parts and it 'should' self locate on the model parts.

When you say 'glass cockpit', do you mean glass screen instruments, or the canopy? Glass cockpit, these days, means something like a Garmin G1000 glass screen system, or the like.

Bill
Sorry, I was referring to the canopy, not the G1k

I'll see if I can find a way to export material from solidworks. It's a very strange method. Rather than using a UV it colors regions based on face contour. For instance, the cockpit is comprised of two contoured "faces":
brushwolf2.jpg
 
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Why not just make the basic model in Solidworks and then texture it in gmax to avoid problems like these?
 
Well, my expirience with Gmax is all of 12 hours, and my new acquisition 3dsmax all of one. I can do anims/ export, but I have no idea how the skinning works. Can you point me to a good tutorial for it? Just googling always winds up to general because it tends to get specific per platform being modeled for
 
Uncle Milton's C162 tut series for FS9 is a good start for UVW mapping - the principles it describes are fairly generic to FS 8,9,X and others. The resulting mapped textures are then painted to taste.

Mapping is the last set of tuts in the series iirc and I learned mapping myself from these. :cool:
 
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