My WIP thread
Hi
well anyone else have experience making a cockpit,what scale of figure is right?should aiko be bigger compared to aircraft or smaller,place more forward or backward or lower?first step is to export a reference pilot to model with help and start to cut out hole and use this deformed sphere,to be shaped underside to be a sit place for cockpit and start work details
offcourse I will make cockpit for newer figures,but I think its easier to use a lite figure in hexagon while working
maybe add some ladder where pilot/mechanic can stand on
also add some details like missile holders and such and already have some camo textures,with one layer for each insignia so it will be possible to choose between different ones
it would be nice at last stage to know how to make it possible in DS to easily position figure with one mousepress and same time pose it to sitting pilot pose
Mach
Comments
wrecked some things I need to fix,Red vertices is bottom of cockpit,little smaller than upper blue transparent glass,maybe do a different approach later,maybe start with simplify model first, 3 things to cut thru,wing,cylindrical body and rectangular body part thats part of air intake
somehow boolean won't work
update:new version successfully made hole with help of diamond tesselation,the oval is representing pilot temporary solution
red bottom is because I seen first single engine jet fighters with nose intake have kinda that shape inside aircraft,I am stuck right now,it looks bad
I separated cockpit from airplane
yippi I broke all material listings,maybe too many materials?almost 100 materials and after that it started to show most materials as greys,but I had some progress making a pilot helmet
A tip that I learned when I was making the baby crib ... when you have multiples of an item (say in your case multiple missiles with the same shape and size), just create one at first. After you've UV mapped it, then go back and create clones of that part of the object. They will inherit the UV mapping and so materials become a lot easier to handle.
thanks,the flame part of missiles/afterburners I want randomized so I don't end up with badlooking several flames beside each other looking exactly the same,is it possible to do it with shader in DS or manually have different random UV's and materials on flames?
I think this is the next step in modelling airplanes is to make it possible to use with pilots,mechanics etc
question:maybe next time I make a airplane start with cockpit like I did with the red meshes and work out from that to make plane is best approach?
Mach25, I think what JonnyRay said is a good idea. If you want different textures just move things around on the uvmap.
question is should I go oldschool instrument panel,modern instrument panel or scifi?
seems like I end up with spinoff :a red canoe
let it become "Le Grande Canoe",also made new ship guntowers
question is,should I look at carrier/battleship/destroyer silhouettes and use lines to draw top midship buildings and use surface tools to start with and then go detail from there?
updated,surface tools are annoying because I have to enter same value over and over again,using different colors for different levels,red=1st floor,green=second floor,blue=high things:black=chimney and other round things
I am stuck with the cockpit part,besides found a chair making tutorial
problem:gunturrets(group) are rotating around center of cannons+turret,when I want them to rotate around center of turret???
also problems with wrong grouping
found out you just need to remember name gunturrets or whatever multiples of an item different when exporting to .obj and importing to bryce 7,like turretA,turretB etc,otherwise trying to rotate/translate/scale separatly doesnt work properly,it ends up belonging to same group=same name you end up rotating all turrets around center of object together
also added some bullet trace with help of very huge ballistic 2d curve+tiny thickness
I was thinking one cannon turret to be for smaller destroyers,but works great as anti aircraft turrets
going to take a look at USS Kidd for ship details are made,the ship came with bryce5.5 ,ship is almost 300k polys
I started to work on details,thought it would probably be better to model most things separatly,probably hexagon is more stable than having loads of other things in there,especially hipoly G8 for reference in my cockpit,so that's why I changed threads title
details I started to work on battleship objects+other things
lifeboat,balcony,headlight,fence maybe possible to render fence in some 3dapp and output black/white transmap/bumpmap
brand new heart,problem with the old one so I got a brokenheart outputted and a crash,but it could be made to a classic brokenheartshape,there is difference in number of polys old way I made it and new way
Hi Mach,
this looks like you already put a lot of work into this and I'm totally impressed, as I didn't get my head wrapped around hexagon the one time I tried. So good luck with proceeding!
As for the design of the cockpit, I think the futiristic version is probably a bit easier to design, you need a lot of sufaces you can use as sceens and manage the rest through texturing, plus they have the advatage at rendering that you can use nice glowing effects to make it look moody. For example the statrwars x-wing fighter has a nice "easy" interior which would fit with the fighter design you got there.
I hope that helps :D
thanks Linwelly,I try that out
new WIP chess pieces,experimenting some with brown piece,bottom part is same on many chess pieces,pawn and bishop made up by round meshes,knight will be special,tower,queen,King round meshes with added crowns/boxes ontop