It feels awkward to "like" that message, but I mean it as encouragement and hope for you, and confidence that you are definitely going to recover. Your body just needs some time, and continued help from the doctors and the medication.It's day 5 of my 10 day treatment and I just peed in the cup to see what it looks like and it's still cloudy like before. Not good. I thought I was getting better.
Thanks my sister-in-law uses that. What I started using recently is a drink called Sparkling Ice but I'll be honest I haven't drank nearly as much of it as I should have but I'll be drinking more of it for sure. And I started forcing myself to drink more plain water too. I've got to get this UTI cleared up. Agian thanks for the info.Technoid. Back to your not drinking enough water post. If you don't like the taste of water you can add some flavor enhancer like this. There are many different flavors and you only need a very very small amount. I use it, can't be without it now. I probably drink several glasses or more a day. I too used to not drink enough water but this stuff has changed that. Not saying you have to just figured I'd mention it.View attachment 130749
I am feeling a bit better I've been drinking lots of water so that must flushing all this stuff out.Hey Buddy. Just wanted to check on you and see how you are doing today. Better I hope.
I usually add 3 pixels to the UV map wireframe, that covers most of the parts but occasionally I will have to add another pixel to certain parts.I just finished doing the last two phases of mapping. Which is sizing the individual parts and then sizing everything to the grid. I haven't saved the CS TGA file yet to see if everything is sized okay when I create my CS MASK, which is increasing the size of all the parts by 6 pixels. I do that because sometimes RF will show a seam between parts if there's not some overlap. I doubt you really need 6 pixels but that's what I started doing in the beginning when I found out about the seams that happen sometimes and never went back and tried to tweak it and see if maybe 2 or 3 pixels are enough.
@asj5547 Do you add any size to the parts for your CS MASK? I select all the parts and then increase their size 6 pixels but I'm sure you don't need that much I've just never tried to play with it. Or maybe you don't notice the seams between parts sometimes? Let me know I'm curious how you do it.
Do either of you know of a video showing somebody doing all of that? I'm curious about the details. I know that both of you are using 3d Studio Max, but I would be using Blender. I wonder how similar the process is between those two 3D applications.I usually add 3 pixels to the UV map wireframe, that covers most of the parts but occasionally I will have to add another pixel to certain parts.
Mapping is done same as you, map normal size, then scale the parts down roughly to be appropriate to relative parts, I start with fuselage then scale wings, Hstabs and Vstabs to the fuselage, then scale and move into place ailerons and flaps to wings, elevators to Htsab and so the process goes on for all remaining parts.
Okay great, thanks for the info. Have you tried mapping the wings and ailerons/flaps at the same time? That's the way I normally do it for the wings, hstab, and vstab. I used to do them separately but got lazy I guess.I usually add 3 pixels to the UV map wireframe, that covers most of the parts but occasionally I will have to add another pixel to certain parts.
Mapping is done same as you, map normal size, then scale the parts down roughly to be appropriate to relative parts, I start with fuselage then scale wings, Hstabs and Vstabs to the fuselage, then scale and move into place ailerons and flaps to wings, elevators to Htsab and so the process goes on for all remaining parts.
Look at Boof69s YouTube channel he has lots of tutorials and some of them are on mapping.Do either of you know of a video showing somebody doing all of that? I'm curious about the details. I know that both of you are using 3d Studio Max, but I would be using Blender. I wonder how similar the process is between those two 3D applications.
If you map the wings ailerons flaps together, then do you pick the trailing/leading/side edges of those parts to map separately.?Okay great, thanks for the info. Have you tried mapping the wings and ailerons/flaps at the same time? That's the way I normally do it for the wings, hstab, and vstab. I used to do them separately but got lazy I guess.
Technoid thanks for putting this link out. It's fascinating and very interesting. Wow I have my hands full with just dialing in the physics I do. But it's cool to see how you guys' work. Thanks so much.Look at Boof69s YouTube channel he has lots of tutorials and some of them are on mapping.
https://www.youtube.com/user/snichols1971/videos
oh good. thank youuuuuuuuuuLook at Boof69s YouTube channel he has lots of tutorials and some of them are on mapping.
https://www.youtube.com/user/snichols1971/videos
If the trailing wing edge and leading aileron edge are flat, like the Galloping Ghost I select all the polys from the Top leaving the back wing edge poly and the aileron front edge poly, and aileron end polys "unselected" Then map top down "Z" Then I do the same from the bottom. After that I go back and select the wing back edge poly, the aileron front edge poly, and the aileron end polys separately and map them (Y for the leading and trailing edges, and X for the aileron end polys) one at a time. I rotate the aileron end polys after I map them (I'm sure you do that too).If you map the wings ailerons flaps together, then do you pick the trailing/leading/side edges of those parts to map separately.?
I will give your method a try, would save bit of time.