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Message started by Mitch. on Sep 12th, 2011 at 7:07am

Title: Beechcraft Starship Project
Post by Mitch. on Sep 12th, 2011 at 7:07am
Gday folks,
Here's a quick render (very early WIP) of a beloved aircraft that is sorely missing in FSX. I've seen several projects come and go around the traps and its a shame none have come to fruition. This is my first proper project and I can tell you its a steep learning curve. It would be a dream to actually finish this project (couple years maybe ;D) because I think it is one of the most beautiful aircraft well ahead of its time. 8-)

If anyone has any pointers or helpful tips/material, it would be massively appreciated it. I'm also looking for some High Quality 3 view drawings/blueprints. :)



Thanks for looking. :)

Cheers
Mitch

Title: Re: Beech Starship Project
Post by Xpand on Sep 12th, 2011 at 7:36am
Looks nice, but please tell me you are going to increase the polycount on that!   ;)

Title: Re: Beech Starship Project
Post by Mitch. on Sep 12th, 2011 at 7:49am

Xpand wrote on Sep 12th, 2011 at 7:36am:
Looks nice, but please tell me you are going to increase the polycount on that!   ;)


Oh indeed, like I said a very early WIP. I might restart the fuselage once I find some HQ blueprints. ;)

Title: Re: Beech Starship Project
Post by RaptorF22 on Sep 12th, 2011 at 3:13pm
You have to sign up for a free account to get a high res, but here you go: http://www.the-blueprints.com/blueprints/modernplanes/modern-sa-st/20243/view/starship/

I can't wait to see this thing in FS! :)

Title: Re: Beech Starship Project
Post by Jayhawk Jake on Sep 12th, 2011 at 6:12pm
There's one at a museum in town....when you get to detailed work I can try to get you some pictures. 

Title: Re: Beech Starship Project
Post by Mitch. on Sep 14th, 2011 at 6:20am

RaptorF22 wrote on Sep 12th, 2011 at 3:13pm:
You have to sign up for a free account to get a high res, but here you go: http://www.the-blueprints.com/blueprints/modernplanes/modern-sa-st/20243/view/starship/

I can't wait to see this thing in FS! :)


Thanks, I already found the exact same high res blueprint elsewhere. I was hoping to find something much more detailed though.


Jayhawk Jake wrote on Sep 12th, 2011 at 6:12pm:
There's one at a museum in town....when you get to detailed work I can try to get you some pictures. 


Thanks for the offer Jake. I'm quite jealous you have the chance to visit a Starship, is it the one at The Kansas Aviation Museum (NC-41)? There are a few still around in Kansas.

You couldn't believe the joy I had when I found out there was a Starship in Australia. It's in a different state but one day I have to go check it out. :D

Title: Re: Beech Starship Project
Post by Mitch. on Sep 16th, 2011 at 8:30am
Just a quick update. Pretty much everything was completely re-done since the last shot. I'm satisfied with the fuselage and canard mesh, still a bit of shape work on the wings. Engines and tip sails are next.

Any questions feel free to ask. :)



Thanks for looking. :)

Cheers
Mitch

Title: Re: Beech Starship Project
Post by Mitch. on Oct 3rd, 2011 at 6:26am
Another update, fuselage was re-adjusted after discovering my 3-view's weren't to scale ( :-[). Added a few little details here and there, inlcuding landing gear. I want to completely re-do the engine nacelle, I'm having trouble with its complex shape and mating it to the wing but all part of the learning process. :)

Incase you missed it, early export attempt into FSX, no problems on that front.



Thanks for looking. :)

C&C welcome
Cheers
Mitch

Title: Re: Beech Starship Project
Post by RaptorF22 on Oct 3rd, 2011 at 2:26pm
Looking great, Mitch!! :)

Title: Re: Beechcraft Starship Project
Post by Mitch. on Oct 12th, 2011 at 6:09am
Thanks Raptor. :)

Well, its exactly one month ago when I started this project and its amazing to see how much progress has been made since the first preview. Currently adding all the little details, you can't really see in this picture but the canards have the correct 23 vortex generators on each. The tipsails also have these little vortex generators. According to gmax its around 93,000 polygons, after optimization it sits around 60,000. Next will be cutting the control surfaces, wheel wells, vents, doors and windows. Animation and texturing will come in time, if I can learn how to do them. ;D

Latest build successfully exported into FSX pics here

Here's a small preview of the latest build:



Thanks for looking. :)

C&C welcome
Cheers
Mitch

Title: Re: Beechcraft Starship Project
Post by pete on Oct 13th, 2011 at 4:23pm
Looking great Mitch!  :)

Title: Re: Beechcraft Starship Project
Post by CHUCK79 on Oct 15th, 2011 at 1:21am
Awesome...........I've fiddled with GMax a little bit but have never made anything more than simple geometrical shapes...........got stuck trying to texture them.

Anyway....well done and very impressive.....looking forward to flying your masterpiece, Mitch ;) 8-)

Title: Re: Beechcraft Starship Project
Post by Groundbound1 on Oct 22nd, 2011 at 10:50am
A little late on the "draw", but if you haven't seem this site yet, you may find it useful:

http://rps3.com/Pages/Starship%20Resources.htm

Title: Re: Beechcraft Starship Project
Post by Mitch. on Oct 23rd, 2011 at 8:12am

Groundbound1 wrote on Oct 22nd, 2011 at 10:50am:
A little late on the "draw", but if you haven't seem this site yet, you may find it useful:

http://rps3.com/Pages/Starship%20Resources.htm


That website has been a massive help in modelling the landing gear and smaller details, I would be lost without it.

Thanks anyway. :)

I've also found a brilliant free yet powerful rendering program called Kerkythea. It simply imports a 3ds file and after a quick play with camera's and lights here's the result:

Of note is the new build engine nacelle


Cheers
Mitch

Title: Re: Beechcraft Starship Project
Post by Mitch. on Nov 3rd, 2011 at 3:02am
New update. Finally got around to cutting the windows out and apply a glass texture to them. Started working on the insides of the fuselage as well. Currently sitting at 55k polygons. :)

Does anyone know of a good tutorial or can explain to me the exact process involved in adding textures/maps etc. I can't find a decent one for FSX and gmax?






Title: Re: Beechcraft Starship Project
Post by FoxThree on Nov 3rd, 2011 at 3:29am
Looks awesome Mitch. [smiley=thumbsup.gif]

Title: Re: Beechcraft Starship Project
Post by JakesF14 on Nov 3rd, 2011 at 6:15am
Hi Mitch,

I've started on this tutorial: http://www.simviation.com/gryphon/tutorials/gMax_10.htm

This one is a bit advanced, but I am sure you will figure it out..  http://www.aerodynamika.com/cgi-bin/yabb2/YaBB.pl?num=1126473781

there are many tricks, with shine, g,ass, etc, but the basics are the same. Once you get to map them, it will be a battle 90% won!

Title: Re: Beechcraft Starship Project
Post by alrot on Nov 3rd, 2011 at 10:07am
Mitch....once again , Let me know if you need any help (Animations, wheel turnings , flaps movements ,props etc)

but just in case (Maybe you already know this) and if it is this can work out for others  8-)

for propelers you need to make a 360º animation that last from 0-100
you need to create 3 pieces Once for still and off animation ,one for slow when propelers is starting and blurry when is running same goes for tires

I'm using Brett Henderson's Saab 340 as and example



many others animation DOES NOT require attachpoint/Visibility including ALL VC animation Buttoms levers , Only these two "Tires and Engines or propelers"
the rest you would use just the animation tool


the Propelers in "Blurred" is a double faced disc  using a drawing texture in a transparent mode -50 in opacity

Title: Re: Beechcraft Starship Project
Post by FSX_Dude on Nov 3rd, 2011 at 2:42pm
Looks fun can't wait to fly it. [smiley=thumbsup.gif] [smiley=thumbsup.gif] [smiley=thumbsup.gif] [smiley=thumbsup.gif]

Title: Re: Beechcraft Starship Project
Post by jetprop on Nov 3rd, 2011 at 3:59pm
nice 8-)

i still need to get my aircraft to fly the right way around.  :D

Title: Re: Beechcraft Starship Project
Post by JakesF14 on Nov 4th, 2011 at 2:31am

jetprop wrote on Nov 3rd, 2011 at 3:59pm:
i still need to get my aircraft to fly the right way around.  :D


Well, it is just a matter of rotating it with 180 deg in Gmax...

When in left view, you will see the left side of the model, and the same with right, but in front view, you will see the rear, looking towards the front.

Unless I am HUGELY missing something...

Title: Re: Beechcraft Starship Project
Post by jetprop on Nov 4th, 2011 at 12:31pm
tried that.
for some weird reason it doesn't work.

anyways,that model was just for getting to know some of the stuff.
i will make a new model so...

Title: Re: Beechcraft Starship Project
Post by Mitch. on Nov 6th, 2011 at 12:00am
Thankyou gents. :)


JakesF14 wrote on Nov 3rd, 2011 at 6:15am:
Hi Mitch,

I've started on this tutorial: http://www.simviation.com/gryphon/tutorials/gMax_10.htm

This one is a bit advanced, but I am sure you will figure it out..  http://www.aerodynamika.com/cgi-bin/yabb2/YaBB.pl?num=1126473781

there are many tricks, with shine, g,ass, etc, but the basics are the same. Once you get to map them, it will be a battle 90% won!


Thanks for the links Johan, very helpful. I've followed the first tutorial and have achieved some form of a texture map on my aircraft however the textures I've applied appear to be very, very low-resoulution. I've used a 1024x1024 base and even tried a 4096x4096 texture base but they yield the same results, very pixelated. Its probabaly just a problem on my end, perhaps I missed a step?

See picture here

Cheers


Title: Re: Beechcraft Starship Project
Post by Xpand on Nov 6th, 2011 at 7:53am
You using gmax?
Costumize/preferences: Viewport Tab/Configure driver
Make background/download texture size 1024.

Title: Re: Beechcraft Starship Project
Post by Xpand on Dec 28th, 2011 at 9:34am
Well, the way I use to map is grab the part that I want to map, for example the fuselage, and isolate it from the other parts by hidding them. Then take a print screen of it in the viewport that is best (in round fuselages like yours you're better off using the left viewport) with the best zoom I can get while the part is still all in screen.
Then paste that print screen in photoshop or whatever and select only the flat grey viewport with the fuselage in it and copy it. Create a 1024^2 px or 2048^2 px to paste the fuselage and remove the flat grey part that outlines the fuselage. then just resize and move it around to fit the texture better.
In gmax you add a UVWmap modifier to the fuselage, make it square and align it to the side view. Then add a UVWunwrap modifier to position the fuselage edges on the texture. Make sure you have the texture material applied to the object. Ah, and the material must be FSX material and to display the texture on the viewport you have to click on the blue cube on the material editor. To display the map in the UVWunwrap editor click on the pick texture rollout and select your texture...
Here's an example of a texture sheet from my S-46 Orca:


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