• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FSXA Render to texture

Messages
189
Country
hungary
Hi

I'd just like to ask what is your way to create unfold mapping for your airplane texture, similar to the default 737 in FSX ?
 
Thanks guys :) but none of this tutorial shows the unfold mapping method :(

I mean unfolding when you unfold the whole 3D object to 2D, where all polygons keep its original size ( if you understand what I'm talking about ) not just projects the four side of a fuselage, for example.

Image%25252065.jpg
 
I am reading tutorials for a week now :D The 'best' result to unfolding my plane's fuselage is below. Yes, believe or not, it is a fuselage :)

unfold.jpg
 
Read my second link. Steps 5 to 8 explain exactly what you want to do.
 
If you look closer at the default B737 you'll find not all polys are mapped to their actual size. Think for a minute whether you could in fact physically flatten a skin of that shape without distorting the metalwork and you'll see that an exact unfold is extremely difficult. When I have time tonight I'll apply a uniform chequer texture to the model and show you.


xqIYZN.jpg
 
Thank you hairy :) If the final answer is that it's completely impossible to unfold, I'll accept it, but I take an experiment first :)
 
I usually use the flatten mapping command.
After it, you can use the relax button on the selected polys which will "stretch" your texture so it won't be distorted.
 
I really appreciate your help, but not really understand :( I asked about the unfold mapping, you showed me an example for normal mapping.

Anyway, unfold mapping is a blind alley in my case
RnETeRP.png
 
You'll have to map part by part with normal mapping if you want to end up with something like the 737's UV layout. There's no way to do this for the entire airplane in one step.
 
I really appreciate your help, but not really understand :( I asked about the unfold mapping, you showed me an example for normal mapping.

Anyway, unfold mapping is a blind alley in my case
RnETeRP.png
Don't use "Unfold Mapping" on a fuselage. Ever. I had tried it multiple times in the past and got the same dissatisfying result every time. Only unfold low-poly parts that already have seams cut.

The best method I can think of mapping like the default 737 is to use Cylindrical mapping. Pay close attention to these steps, because getting them out of order will probably break your modifier stack:

1 - Select the mesh that you want to map (usually one half of your fuselage) in Polygon mode either in your Edit/Editable poly modifier, or by using Mesh Select, which will have to be used later.

2 - Apply a UVW Map modifier to this selected mesh. Under the shape of this map, pick "Cylindrical".

3 - Adjust the length of the cylinder so that it encompasses your whole fuselage with a small amount of room to spare (it is easiest to pick a nice, round number that you can remember easily, because you will be using this again.) This will essentially form the boundary lines in your UVW Unwrap window, which are those thick lines around the checker pattern.

4 - IMPORTANT - If you miss this step, there will be some crazy distortion around the center line of the fuselage. In the modifier window, click on the UVW Map entry and choose "Gizmo" as the manipulation method. You want to move this gizmo away slightly from the center to preserve a recognizable fuselage shape to paint on. I've found that moving it 1-2 meters toward the selected side usually yields good results.

5 - Apply a UVW Unwrap modifier and move all of this mesh away from the center of this editing area. You don't want your UV's to be overlapping.

6 - Add another mesh select modifier on top of the stack and invert your selection by pressing Ctrl + I, then repeat steps 2-4.

It sounds really complex, but once you get the hang of it, you'll be mapping like a pro. It will also get you more familiar with how modifiers are dependent upon one another. Good luck! (If you have more questions, PM me.)
 
Last edited:
Back
Top