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Beechcraft Starship Project (Read 7673 times)
Sep 12th, 2011 at 7:07am

Mitch.   Offline
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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 Grin) because I think it is one of the most beautiful aircraft well ahead of its time. Cool

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. Smiley

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Thanks for looking. Smiley

Cheers
Mitch
« Last Edit: Oct 12th, 2011 at 6:06am by Mitch. »  


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Reply #1 - Sep 12th, 2011 at 7:36am

Xpand   Offline
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Looks nice, but please tell me you are going to increase the polycount on that!   Wink
 

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Reply #2 - Sep 12th, 2011 at 7:49am

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


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


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Reply #3 - Sep 12th, 2011 at 3:13pm

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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/st...

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

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Reply #4 - Sep 12th, 2011 at 6:12pm

Jayhawk Jake   Offline
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There's one at a museum in town....when you get to detailed work I can try to get you some pictures.
 

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Reply #5 - Sep 14th, 2011 at 6:20am

Mitch.   Offline
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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/st...

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


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. Cheesy
 


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Reply #6 - Sep 16th, 2011 at 8:30am

Mitch.   Offline
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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. Smiley

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Thanks for looking. Smiley

Cheers
Mitch
 


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Reply #7 - Oct 3rd, 2011 at 6:26am

Mitch.   Offline
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Another update, fuselage was re-adjusted after discovering my 3-view's weren't to scale ( Embarrassed). 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. Smiley

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

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Thanks for looking. Smiley

C&C welcome
Cheers
Mitch
 


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Reply #8 - Oct 3rd, 2011 at 2:26pm

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Looking great, Mitch!! Smiley
 

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Reply #9 - Oct 12th, 2011 at 6:09am

Mitch.   Offline
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Thanks Raptor. Smiley

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. Grin

Latest build successfully exported into FSX pics here

Here's a small preview of the latest build:

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Thanks for looking. Smiley

C&C welcome
Cheers
Mitch
« Last Edit: Oct 12th, 2011 at 8:08am by Mitch. »  


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Reply #10 - Oct 13th, 2011 at 4:23pm

pete   Offline
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Looking great Mitch!  Smiley
 

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Reply #11 - Oct 15th, 2011 at 1:21am

CHUCK79   Offline
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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 Wink Cool
 

"Oh! I have slipped the surly bonds of Earth and danced the skies on laughter silvered wings. Sunward I've climbed and joined the tumbling mirth of sun split clouds.....and done a hundred things you have never dreamed of.....wheeled and soared and swung high in the sunlit silence. Hovering there, I've chased the shouting wind along and flung my eager craft through footless halls of air.

Up, up the long, delerious, burning blue I've topped the wind swept heights with easy grace where never Lark, nor even Eagle flew. While with silent lifting of mind I've trod the high untrespassed sanctity of space, put out my hand and touched the face of god"
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Reply #12 - Oct 22nd, 2011 at 10:50am

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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
 

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Reply #13 - Oct 23rd, 2011 at 8:12am

Mitch.   Offline
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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. Smiley

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
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Cheers
Mitch
 


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Reply #14 - Nov 3rd, 2011 at 3:02am

Mitch.   Offline
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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. Smiley

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?

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Reply #15 - Nov 3rd, 2011 at 3:29am

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Looks awesome Mitch. Smiley
 
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Reply #16 - Nov 3rd, 2011 at 6:15am

JakesF14   Offline
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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!
 

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Reply #17 - Nov 3rd, 2011 at 10:07am

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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  Cool

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

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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
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Reply #18 - Nov 3rd, 2011 at 2:42pm

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Looks fun can't wait to fly it. Smiley Smiley Smiley Smiley
 

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Reply #19 - Nov 3rd, 2011 at 3:59pm

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nice Cool

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

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Reply #20 - Nov 4th, 2011 at 2:31am

JakesF14   Offline
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jetprop wrote on Nov 3rd, 2011 at 3:59pm:
i still need to get my aircraft to fly the right way around.  Cheesy


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...
 

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Reply #21 - Nov 4th, 2011 at 12:31pm

jetprop   Offline
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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...
 

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Reply #22 - Nov 6th, 2011 at 12:00am

Mitch.   Offline
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Thankyou gents. Smiley

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

 


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Reply #23 - Nov 6th, 2011 at 7:53am

Xpand   Offline
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You using gmax?
Costumize/preferences: Viewport Tab/Configure driver
Make background/download texture size 1024.
 

Up is the way to go.
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Reply #24 - Dec 28th, 2011 at 9:34am

Xpand   Offline
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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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Up is the way to go.
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