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... without adding polygons. Can it be done?
I'm making an AI model of the Dassault Falcon 900 and the top LOD is nearly done, bar the new mappings required when the shapes are finalised.
The model looks fine in Gmax but in-sim there are some oddities of shading around the tailplane even though the normals don't seem out of line.
The real Falcon 900's tail is a delightful thing to look at in many ways, the shapes flow from an S-duct nacelle through into the tailfin really nicely, and the fuselage "plinth" for the over-body nacelle is also pretty subtle and blends back until the tailfin. I couldn't figure any easy way to model this as a single object so I composed it as a selection of its fundamental shapes - from a tailfin, an S-duct nacelle, and a plinth - and booleaned all these objects together when their individual shapes seemed right.
The problem is shading (especially under angled lighting) and also smoothness of the parts as a whole. The building of the three sections has, despite my best efforts, left "seams" between the components that angled light shows up quite a bit but which look okay the rest of the time. The S-duct fairing tapers down towards the tailfin and should seamlessly segue into it, but it doesn't even though the surfaces at "boolean time" angled towards each other in a fairly nice way. I thought that by combining the objects and assigning them to the same smoothing group, I'd end up with a decent end result.
Short of going back and just retrying the whole procedure with slightly altered base components, which I don't think will change much in the end, is there any way that an uneven surface can be averaged across its surface? By that I mean that the area where the seams are could be physically smoothed (not just by creative shading with the smooth modifiers I know) while keeping the rest of the shapes untouched? In other words in my magic design program I'd select the polys and tell the program "the periphery of the selected area is sacrosanct, don't move nodes there, just make the physical angles between the selected faces flow better". I couldn't find that button in Gmax, but it would be a bit like selecting a contiguous group of polys to "make planar" - just in this case "make more sexy" rather than "make flat".
I will carry on experimenting. Short of that perfect solution - any advice as to how to achieve this with hard work is just fine!
I'm making an AI model of the Dassault Falcon 900 and the top LOD is nearly done, bar the new mappings required when the shapes are finalised.
The model looks fine in Gmax but in-sim there are some oddities of shading around the tailplane even though the normals don't seem out of line.
The real Falcon 900's tail is a delightful thing to look at in many ways, the shapes flow from an S-duct nacelle through into the tailfin really nicely, and the fuselage "plinth" for the over-body nacelle is also pretty subtle and blends back until the tailfin. I couldn't figure any easy way to model this as a single object so I composed it as a selection of its fundamental shapes - from a tailfin, an S-duct nacelle, and a plinth - and booleaned all these objects together when their individual shapes seemed right.
The problem is shading (especially under angled lighting) and also smoothness of the parts as a whole. The building of the three sections has, despite my best efforts, left "seams" between the components that angled light shows up quite a bit but which look okay the rest of the time. The S-duct fairing tapers down towards the tailfin and should seamlessly segue into it, but it doesn't even though the surfaces at "boolean time" angled towards each other in a fairly nice way. I thought that by combining the objects and assigning them to the same smoothing group, I'd end up with a decent end result.
Short of going back and just retrying the whole procedure with slightly altered base components, which I don't think will change much in the end, is there any way that an uneven surface can be averaged across its surface? By that I mean that the area where the seams are could be physically smoothed (not just by creative shading with the smooth modifiers I know) while keeping the rest of the shapes untouched? In other words in my magic design program I'd select the polys and tell the program "the periphery of the selected area is sacrosanct, don't move nodes there, just make the physical angles between the selected faces flow better". I couldn't find that button in Gmax, but it would be a bit like selecting a contiguous group of polys to "make planar" - just in this case "make more sexy" rather than "make flat".
I will carry on experimenting. Short of that perfect solution - any advice as to how to achieve this with hard work is just fine!



