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Gryshnak
11-13-2009, 6:33 PM
Okay, I think I've reached a decision point with my EE Lightning in the other thread. But this is more a general question so I'm starting a new thread instead.

My plane is made of several components (fuselage, belly tank, spine+cockpit, etc) and each is a separate sub-D object. Do I need to combine them into one object? If so, how? Hitting the Attach button joins them together but leaves all the overlapping bits inside, which doesn't seem to achieve anything. But if I leave them separate isn't that going to create problems when I make UV maps?

Besides, I've read elsewhere on this forum that keeping the low-poly mesh is a good idea, and I understand why. So what's the best way to do this?

cobra6
11-13-2009, 9:47 PM
There is no best way in that sense actually.
Either you physically attach all meshes together, or (if you use max) you use the "select and link" feature which bonds them together without attaching (Chain Icon at the top).

I usually use attach for solid meshes, and the select and link for moving parts. The meshes keep their own pivot points and "individuality" when linked instead of attached.So I use select and link for:
canopy (moving part)
landing gears
airbrakes
lids
hinges
turrets
barrels
etc.

All these objects keep their own pivot points and local axis,b but if you link them to another part, so for instance the turret to the hull, or the canopy to the hull, they move if you select and move the hull.
Be warned though, if you move the actual linked object, the "parent" object will not move, only "children" move. So you should keep that in mind when linking.


edit: moved the thread to the appropriate subsection :)

Cobra 6