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A-7D Corsair II Work-In-Progress (Read 5417 times)
Reply #15 -
Dec 14
th
, 2006 at 10:52am
Tweek
Ex Member
djackson wrote
on Dec 13
th
, 2006 at 6:06pm:
Your profile is excellent, btw, did you draw that up?
Thanks, and yes, it's all drawn on top of a technical diagram of the A-7. But I'll leave the discussion about it 'til I'm finished, as I don't want to hi-jack your thread.
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Reply #16 -
Dec 14
th
, 2006 at 7:17pm
djackson
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Okay more work on the A-7D, this time going to the wheels. I like to roam around, my brain get's stagnant if I stay in one place too long.
Now these are high poly-count wheels. When I create these models I do several versions - one for low poly models (15k), one for medium to high (20-40k), and one for uber high (50k +). These shots are the uber high poly count wheels for the uber model. These wheels alone are 15k.
~DJ
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Reply #17 -
Dec 14
th
, 2006 at 7:23pm
djackson
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Does anyone know how many poly's Captain Sim planes usually are?
I'm just curious as I'm trying to feel out the polycount in this A-7 I'm building.
Thanks!
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Reply #18 -
Dec 15
th
, 2006 at 8:04pm
Travis
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Just to give you an idea, I wouldn't go over about 65,000 polys for the entire project, since the difference between 100k and 65k on an aircraft is negligible in-game. I'm not sure on my own stuff, but I do remember that I took just over 1000 polys for an entire front gear assembly. Probably doesn't seem like enough, but you can't really tell the difference when you get it sitting on the tarmac.
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Reply #19 -
Dec 15
th
, 2006 at 10:19pm
djackson
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Yeah those wheels above are way to high for in game. I'm constructing an uber model first and then I have copies that are lower poly's.
Someday we'll get to that point where we can see detail this high. I mean I remember doing very low poly models in Aircraft Factory back in 1998. Perhaps DX10 will double the polycount for us along with even faster computers. wow
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Reply #20 -
Dec 16
th
, 2006 at 4:51am
Katahu
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djackson wrote
on Dec 15
th
, 2006 at 10:19pm:
Yeah those wheels above are way to high for in game. I'm constructing an uber model first and then I have copies that are lower poly's.
Someday we'll get to that point where we can see detail this high. I mean I remember doing very low poly models in Aircraft Factory back in 1998. Perhaps DX10 will double the polycount for us along with even faster computers. wow
You're absolutely right. I remember back in the FS98 days where freeware addons looked just as pathetic as a used cardboard box. Today's freeware look like payware when compared to FS98 addons.
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Reply #21 -
Dec 16
th
, 2006 at 10:34pm
Demo
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Yo DJackson, welcome!
The A-7 is looking great! And I have one tiny request... Can you include an E variant of the KC-135 when you get to that? There are so many KR-135Rs for FS. But there are many more KC-135Es in service at this time being and I would particularly love the paint of the 190th ARW in Topeka, Kansas who use D and E variants... But this is just an idea.
Ethan
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Reply #22 -
Dec 17
th
, 2006 at 12:03am
djackson
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Demo wrote
on Dec 16
th
, 2006 at 10:34pm:
Yo DJackson, welcome!
The A-7 is looking great! And I have one tiny request... Can you include an E variant of the KC-135 when you get to that? There are so many KR-135Rs for FS. But there are many more KC-135Es in service at this time being and I would particularly love the paint of the 190th ARW in Topeka, Kansas who use D and E variants... But this is just an idea.
Ethan
Yes, most definitely an E model. I plan to do A, E, and R types plus the recon types since they are the same airframe. I won't do an AWACS 707 airframe type since Captain Sims already produced an excellent one that I don't think I can exceed.
I'm doing an R because I worked as a crewchief on the R and T models in the 90's. The T's were just Q models (TF-33 engines) with the CFM 56 engines and carried the JP-7 fuel for the SR-71 missions, plus JP-8 for themselves. I don't think they need T models anymore since the SR's have been decomissioned (I could be wrong).
The link below shows some squadron nose art that I did up at Fairchild AFB
http://www.clubhyper.com/reference/kc135rartdj_1.htm
~DJ
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Reply #23 -
Jan 16
th
, 2007 at 12:48pm
djackson
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Okay, I've started fleshing out the basic cockpit tub. I still need to adjust poly's and points.
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Reply #24 -
Jan 16
th
, 2007 at 4:21pm
BMan1113VR
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looking great
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Reply #25 -
Jan 18
th
, 2007 at 12:50pm
Prom0
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an aircraft
Posts: 85
Nice
I wanna make a Alpha jet but it ain't easy.
Need to learn Gmax don't understand it (i'm from belgium)
My teacher is trying to help me
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Reply #26 -
Jan 18
th
, 2007 at 9:30pm
djackson
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Prom0 wrote
on Jan 18
th
, 2007 at 12:50pm:
Nice
I wanna make a Alpha jet but it ain't easy.
Need to learn Gmax don't understand it (i'm from belgium)
My teacher is trying to help me
Yeah, modeling isn't easy for beginners (including myself) no matter how good you are, it's a long process, but it does get easier with experience. I've never built an aircraft model in a professional program as Cinema 4D. But I figured, I need to dip my toe in the water and get swimming or I won't ever learn. And that's just what you'll have to do with any program. Gmax, for my tastes, isn't as intuitive as Cinema, but I could be biased because I've been using C4D for years. So I'm sure I will learn Gmax sometime soon. For now I'll stick with C4D until I cross that Gmax bridge - which may be soon because I've got to animate this A-7D and export it to MSFS.
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Reply #27 -
Jan 19
th
, 2007 at 11:19am
FSGT Gabe
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Hey, I just noticed this but it's looking awesome!
Can't wait till this is released
.
- Kevin
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Reply #28 -
Jan 20
th
, 2007 at 6:05am
Tweek
Ex Member
Looks fantastic!
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Reply #29 -
Jan 23
rd
, 2007 at 1:58am
djackson
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Work on the instrument panel. I'm just laying the instrument boxes in with some dials. I've adusted the side panels near the instrument panel to the correct angle.
The first image shows me using a flat panel texture. I use this for a guide to lay out the instruments. But it makes a nice 2D panel texture as well.
~DJ
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