SOLVED FENCES -DBL SIDED MODEL OR BACK FACE CULL

Discussion in 'Track Modding' started by PatientRF2fan, Apr 19, 2021.

  1. PatientRF2fan

    PatientRF2fan Registered

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    Lofting my first wall and fence. having trouble with the fence on the back side.

    Do i run two lines on my segment shape below?
    upload_2021-4-19_16-7-2.png
    upload_2021-4-19_16-9-4.png
     
  2. PatientRF2fan

    PatientRF2fan Registered

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    solved it, just had to model another segment on top .01m apart so double sided model not double sided material(i have read)
    Great Solved..... and another face to map now. i didn't cull that just makes the back invisible.

    Another step in this adventure
     
  3. redapg

    redapg Registered

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    You also can clone the first modeled and mapped Fence, use the "Normal" Modifier to flip the Normals and leave it at the same Position without an Offset.
    In Game, you will not see the Front- and Backside Fence "interferring", because you can not see the same Segment from both Sides at the same Time. ;)
     
  4. PatientRF2fan

    PatientRF2fan Registered

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    I see, you loft a single sided fence and map it. then clone it as an INSTANCE and flip it. So they are effectively on top of each other and you only have to map the one side if its an instance? Am i correct?
     
  5. Coutie

    Coutie Moderator Staff Member

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    You could also apply a shell modifier and set the distance to 0.00, then do select edges, put an edit poly modifier on top, then delete the faces that are selected.
     
  6. redapg

    redapg Registered

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    As said, i clone it, when the first Object is mapped, so you get an already mapped Clone.
    But you also can clone it before you map it and map both Objects together.
    But i use "Copy" instead of "Instance" when i clone it.
    I prefer that Option.
    But there often is more than one Workflow to get the same Result. ;)
     
  7. Jka

    Jka Member Staff Member

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    Yes, there are many ways to do it. Like simply clone, flip the faces and attach etc. ;)
     
  8. PatientRF2fan

    PatientRF2fan Registered

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    I lofted walls and broke the verts for mapping. how would I cap these?
    upload_2021-4-21_23-14-13.png
     
  9. redapg

    redapg Registered

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    I use the Bridge Function for it, with Edges selected.
    Cap Holes maybe works too, but it sometimes creates a lot of unneeded Polys.
    It depends on the Object.
     
  10. PatientRF2fan

    PatientRF2fan Registered

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    Awesome, Thanks cap holes does not work. I have bridged before. I am keeping them loft / add poly while I adjust. Now I know I can bridge later. Mapping can be a real drag...

    First really big project. long beach old fast format / new mesh and walls

    upload_2021-4-22_1-0-40.png
    upload_2021-4-22_1-1-10.png
     

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