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Good start (Read 403 times)
Apr 29th, 2006 at 4:41pm

Falcon500   Offline
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Doing my best, against
the badger!
Northern Michigan, USA

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I believe i have a good start on my first aircraft, only been at this a day.


...

with anyluck it should look like a P-39
 

What do I do you ask? I struggle! Then destroy! Then try to put back together what I just broke on accident.....&&&&&&&&&&                        The GMax effect... The GMax effect
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Reply #1 - Apr 29th, 2006 at 9:18pm

Travis   Offline
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Cannot find REALITY.SYS.
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Looking good!  Rough, but good! Grin

What kind of background images are you using?  Are they to scale?  Are you using any cross-sectionals?
 

...
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Reply #2 - Apr 29th, 2006 at 11:02pm

Falcon500   Offline
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Doing my best, against
the badger!
Northern Michigan, USA

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Posts: 1026
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I have this ???

...

and when making a fly-able version do i make componants and put them together or make the whole bird?
 

What do I do you ask? I struggle! Then destroy! Then try to put back together what I just broke on accident.....&&&&&&&&&&                        The GMax effect... The GMax effect
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Reply #3 - Apr 29th, 2006 at 11:27pm

Falcon500   Offline
Colonel
Doing my best, against
the badger!
Northern Michigan, USA

Gender: male
Posts: 1026
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SMOOTH

...
 

What do I do you ask? I struggle! Then destroy! Then try to put back together what I just broke on accident.....&&&&&&&&&&                        The GMax effect... The GMax effect
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Reply #4 - Apr 30th, 2006 at 7:40am

Travis   Offline
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Cannot find REALITY.SYS.
Universe halted.
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Ahh!  Looking better all the time.   Smiley

Are you using that 3-view as a visual guide, or have you made your own backdrops to stick in Gmax?  I do believe there is a tutorial by Katahu in the downloads section somewhere that will show you exactly how to edit a 3-view and position it to where you are able to use it very accurately to "trace" the aircraft.

When building a Gmax model, I tend to use several different scenes for each aircraft: one for each major section.  Wings, fuselage, cockpit, etc.  I then merge each section so that I end up with a complete aircraft.  I also section out the interior and exterior models, so that I do not get confused on which part goes with which model.  I keep them in seperate scenes as well.  I merge from the fuselage-wings-cockpit scenes into both the interior and exterior scenes, then do my major linking (connections to exterior and interior dummies) there.  Then I merge into one single "merge" file that has everything included in it.

Doing this prevents me from overwriting certain bits of the aircraft and being unable to figure out where they ended up at.  I am also able to prevent some unknown issue that occasionally pops up using Gmax.  It will occasionally give an error that  is unacountable and that no amount of tweaking will overcome.  At this point, the file I am working with is effectively useless.  So I have to trash it.  With multiple scenes, each containing a different part of the aircraft, I can move ahead with a certain part, confident in the fact that I will not lose that data when some other bit in the model goes topsy-turvy.

All the above says: make multiple backup scenes.  Save frequently, with different file names.
 

...
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Reply #5 - Apr 30th, 2006 at 7:02pm

Falcon500   Offline
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Doing my best, against
the badger!
Northern Michigan, USA

Gender: male
Posts: 1026
*****
 
I followed the tute that came with it and have backgrounds...... but i still have no idea what im doing Roll Eyes
 

What do I do you ask? I struggle! Then destroy! Then try to put back together what I just broke on accident.....&&&&&&&&&&                        The GMax effect... The GMax effect
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Reply #6 - Apr 30th, 2006 at 7:23pm

Travis   Offline
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Cannot find REALITY.SYS.
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Dripping Springs, TX

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Quote:
I followed the tute that came with it and have backgrounds...... but i still have no idea what im doing Roll Eyes


Fear not, Falcon.  It comes with time. Wink
 

...
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Reply #7 - Apr 30th, 2006 at 7:37pm

Falcon500   Offline
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Doing my best, against
the badger!
Northern Michigan, USA

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No, really I mean i dont have a clue what im doing, i just dont know???
 

What do I do you ask? I struggle! Then destroy! Then try to put back together what I just broke on accident.....&&&&&&&&&&                        The GMax effect... The GMax effect
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Reply #8 - Apr 30th, 2006 at 7:50pm

Katahu   Offline
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Uhh Locke. I think the tutorial I once made was intended to show people how to understand the X-Y-Z axis thingies in the air ed tool. That was made when my mind was still in its noobish state. Roll Eyes
 
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Reply #9 - Apr 30th, 2006 at 8:20pm

Felix/FFDS   Offline
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Quote:
That was made when my mind was still in its noobish state. Roll Eyes



K - By now you should now better than to leave such a perfect opening for the combined warped sense of what passes as humour in this crowd....


But......  it's spring, you get a  pass today...   Grin
 

Felix/FFDS...
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Reply #10 - Apr 30th, 2006 at 10:02pm

Falcon500   Offline
Colonel
Doing my best, against
the badger!
Northern Michigan, USA

Gender: male
Posts: 1026
*****
 
Question! what would be a respectable amount of poly's for the fuselage section? I have around 230  i thought of boosting it to the 3000 to 5000 range
 

What do I do you ask? I struggle! Then destroy! Then try to put back together what I just broke on accident.....&&&&&&&&&&                        The GMax effect... The GMax effect
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Reply #11 - Apr 30th, 2006 at 10:51pm

Felix/FFDS   Offline
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DO NOT WORRY ABOUT POLYGON COUNT on your first model.  Concentrate on getting it right.

Although most FPS hits are due to large texture sizes/formats, don't try to add polygons "just because you can"   ...  You should have only those polygons necessary to fool the user's eyes to the shape.

230 polygons may be too few for an An-225, but as your model develops, it may be just right for yours.

It's easier to add details later than reduce the complexity...  Smiley
 

Felix/FFDS...
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Reply #12 - May 1st, 2006 at 8:12am

Falcon500   Offline
Colonel
Doing my best, against
the badger!
Northern Michigan, USA

Gender: male
Posts: 1026
*****
 
Yes sir  Embarrassed


In other news: I have started work on the gently sloping canopy frames and windows  Undecided tis not the easiest
 

What do I do you ask? I struggle! Then destroy! Then try to put back together what I just broke on accident.....&&&&&&&&&&                        The GMax effect... The GMax effect
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Reply #13 - May 1st, 2006 at 9:11am

Felix/FFDS   Offline
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Maybe I should explain a bit my "philosophy" in flightsim modelling.

Since I started at the very end of FS98 modelling, with Aircraft Factory 99 (AF99) there were specific part limitations to FS95/98, and the programs then reflected them.

I was influenced by the "don't model what you can texture" approach, and so have always started with the least amount of polygons that will give me the shape I'm looking for.  For example, on a large model, can you really tell the difference between a 64 sided fuselage and a 16-sided fuselage?  With smoothing and texturing, probably not.

On that 16 sided fuselage, if I need additional polygons to cut out doors, etc., I'll create/add them from the existing polygons so as not to screw up the existing form.   I will not hesitate to add complexity - where needed - but to have a straight cylinder with five sections in it, where you really only need one section, is overkill.

 

Felix/FFDS...
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Reply #14 - May 1st, 2006 at 6:21pm

Falcon500   Offline
Colonel
Doing my best, against
the badger!
Northern Michigan, USA

Gender: male
Posts: 1026
*****
 
Progress is being made, and I have my hands around the fundamentals!  Grin

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Do i need to "cut" the ailerons out of the wings and add them later, or is the wing one piece?
 

What do I do you ask? I struggle! Then destroy! Then try to put back together what I just broke on accident.....&&&&&&&&&&                        The GMax effect... The GMax effect
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