- Each sail is actually two, one visible from one side and one from
the other
best way to do it to avoid have all rendered as bothfaces.

- For some reason, all textures are flipped. I think this is because
Away3D use the opposite default coordinate system as Maya?
yes the right handed story...

- No place in the model do vertices overlap. Every place that two
objects meet, the objects have a "perfect" meld, so there should be no
overlapping areas (but there is certainly something with the "Hud",
where you enter the cabin)
if you just, on one of the two sails, add an extra subdivision you should be fine, just from top to down of the sail, width about the overlaping. Do not do same on the other sail, otherwize you get same fx again. I think just an extra 10/15 tris should do it. (based on the tri size I see) the other trick would be export only one sail as model, add it to the container and depending on rotation pass the prop pushfront or back true.
But you have already 1200+ polys, who cares about the 10/15 extra!

- We've made this to work with Normal Maps/DOT3 but Maya screws up on
the export of these. I think it looks pretty neat without it though.
yeah, if everything was working as Away... :))
It looks just great Jensa!

Really like to see real 3D stuffs instead of 2.5D. Next step put it on water???

Fabrice


On Sep 21, 2008, at 9:28 PM, Jensa wrote:


Hi all,
I'm working on a project now where I load an .OBJ file of a Sailboat
that is created in Maya. It's starting to come together really well:
http://www.flashgamer.com/a/Sail.html

I do however have some minor rendering glitches that I'd appreciate
some help with. Please have a look at the file and tell me if you have
some hints as to what may be causing the sails to flicker as the model
turns.

A little about the model:
- Each sail is actually two, one visible from one side and one from
the other
- For some reason, all textures are flipped. I think this is because
Away3D use the opposite default coordinate system as Maya?
- No place in the model do vertices overlap. Every place that two
objects meet, the objects have a "perfect" meld, so there should be no
overlapping areas (but there is certainly something with the "Hud",
where you enter the cabin)
- We've made this to work with Normal Maps/DOT3 but Maya screws up on
the export of these. I think it looks pretty neat without it though.

J

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