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Project 737 - 3rd Update (Read 116 times)
Nov 26
th
, 2003 at 3:58pm
Moach
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Colonel
Jet-Powered PropellerHead
São Paulo, Brazil
Gender:
Posts: 991
this baby is really coming along...
i spent several hours making small (and huge) changes to make the model more accurate
now it's beginning to look like a 737
Come, one and all aboard! - The Russian Roullete in the sky!
One in each Six of my personalities knows not at all how to fly!
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Reply #1 -
Nov 26
th
, 2003 at 9:34pm
PSW
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Colonel
Project SkyWorks - Just
Plane Better !
Canada
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Posts: 203
Hello Moach,
Incredibly realistic. Keep it up !
PSW
[size=2]&&
James Jaw
&&President & Founder&&Project SkyWorks&&
&&&&
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Reply #2 -
Nov 27
th
, 2003 at 3:43pm
Katahu
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Colonel
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Posts: 6920
Now you are the next best 3D modeler to come.
One question.
How do you people ever manage to make the base of the wing merge with the fuselage like that? I'm talking about the bulged part that is directly between the wings.
I never managed to get that right. I usually have no choice but to resort to making the bulge as a separate object.
Do you attached an object to the fuselage, or do you extrude a poly from the fuselage.
And judging by the pictures, I can clearly see that you have utilized the Meshsmooth feature on the fuselage. But how do you manage to keep the windows from becoming smoothed out with the fuselage?
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Reply #3 -
Nov 27
th
, 2003 at 7:44pm
Moach
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Colonel
Jet-Powered PropellerHead
São Paulo, Brazil
Gender:
Posts: 991
thanx for all the positive feedback
i started the bulge as a separate cilinder, then i shaped it vertex by vertex, and then welded it into the fuselage
took a LOT of time but it turned up great
Come, one and all aboard! - The Russian Roullete in the sky!
One in each Six of my personalities knows not at all how to fly!
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Reply #4 -
Nov 27
th
, 2003 at 7:50pm
Moach
Offline
Colonel
Jet-Powered PropellerHead
São Paulo, Brazil
Gender:
Posts: 991
as for the meshsmooth, there's a checkbox marked "apply to whole mesh" that has to be unchecked to preserve the windshield and stuff
on the modifier stack select "vertex" under "editable mesh", not under "meshsmooth"
then, select the vertices you want preserved and click "select invert" on the edit menu
then, click "meshsmooth" and increase iteration value to 1 (or more if necessary)
and there you have it
Come, one and all aboard! - The Russian Roullete in the sky!
One in each Six of my personalities knows not at all how to fly!
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Reply #5 -
Nov 28
th
, 2003 at 12:51am
Katahu
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Colonel
Gender:
Posts: 6920
Thanks a ton!!!!!
How did you learn about preserving a part while the meshsmooth modifier is applied?
I have read countless tutorials, even the ones that don't involve aircraft or vehicle modeling. Yet, none of them mention about that part.
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