Search the archive:
YaBB - Yet another Bulletin Board
 
   
 
Pages: 1 ... 3 4 5 6 
Send Topic Print
A-7D Corsair II Work-In-Progress (Read 5388 times)
Reply #60 - Mar 4th, 2007 at 12:39am

djackson   Offline
Colonel
I love Flight Simulator!

Gender: male
Posts: 37
*****
 
Okay.  I've been super swamped at work, pulling in a lot of overtime so I just got back to the model here.  Here are some new renders of the seat.  I worked primarily on the shocks and on the cover detail, and added some bolts.  A lot more detail will be in the texture and bump mapping too.

Enjoy!

...

...

...
 
IP Logged
 
Reply #61 - Mar 4th, 2007 at 9:32am

pepper_airborne   Offline
Colonel
Voorhout - The Netherlands

Posts: 2390
*****
 
This is looking great!!
 
IP Logged
 
Reply #62 - Mar 4th, 2007 at 10:50am

JonMich   Offline
Colonel
I love YaBB 1G - SP1!

Posts: 135
*****
 
That is looking great!!  Shocked  I wish the sim looked that good. Undecided

Jon
 
IP Logged
 
Reply #63 - Mar 4th, 2007 at 11:25am

Prom0   Offline
Colonel
THe Pro in Movement of
an aircraft

Posts: 85
*****
 
Lokes Great Smiley
can't waith untill its released.Do you have a mounth or something?
 
IP Logged
 
Reply #64 - Mar 4th, 2007 at 8:50pm

djackson   Offline
Colonel
I love Flight Simulator!

Gender: male
Posts: 37
*****
 
I don't have an exact release date.  I'm doing this completely on my free time apart from family and work.  But I'm trying to get things done fairly quickly.

`DJ
 
IP Logged
 
Reply #65 - Jun 3rd, 2007 at 2:14pm

djackson   Offline
Colonel
I love Flight Simulator!

Gender: male
Posts: 37
*****
 
Howdy!  Just to let you all know, I haven't fallen off the face of the earth.  Wink


Here is an update.  I'm now working on the pilot.  These screenshots are actually for the hi-poly figure.  I have a low poly version specifically for MSFS.  In Cinema 4D I have the ability to switch between high and low poly models.

It took me a while to figure out how to model the helmet.  There were absolutely no tutorials out there to teach one how to do this.  And when I get the chance I'll make one for all interested, because I'm sure there will be people asking how to make a flight helmet.  I'll tell you this, it's just all trial and error and manipulation of points and polygons till you get it right.

I found some great references for the helmet and mask that I modeled.  I am modeling a Vietnam USAF era HGU-33/P helmet and associated MBU 5/P oxygen Mask.  I also modeled the HGU 26 helmet and MBU 12 mask.

Famous aviation artist, Lou Drendell has a great illustration of a Vietnam era fighter pilot.  You can see some of his work here: http://www.aviation-art.net/gallery_two.htm

I used Cinema 4D's "Zygote" default human for the base model.  His clothing was blue jeans and a white shirt, so I just colored them a flight suit green.  I manipulated the poly's so that he has long sleeves, and the gloves are really just his hands, but modified with the standard green/grey texture to match actual flight gloves.  I will be modeling a kind of high/low poly harness, straps, and G suit for the pilot too.

Everything is still a Work in Progress, so at the moment there is no ribbing on the oxygen hose, and I still need to add the straps that attach to the mask itself.  Also I'll add pockets and pouches - for the low-poly version I'll do all this within the texture and bumpmap.

Enjoy!

...

...

...

...

 
IP Logged
 
Reply #66 - Jun 4th, 2007 at 8:21am

pepper_airborne   Offline
Colonel
Voorhout - The Netherlands

Posts: 2390
*****
 
I think FSX supports bumpmaps, so may i recommend bumpmapping the oxygen hose Smiley.

Looks great! Love it how the helmet came out!
 
IP Logged
 
Reply #67 - Jun 4th, 2007 at 10:49am

djackson   Offline
Colonel
I love Flight Simulator!

Gender: male
Posts: 37
*****
 
Yeah this model showing is more high-poly than I would put in the flightsim model.  Like I said, I have two versions, a high and low poly.  I'll upload some shots of a lower poly version.  I just like the way the higher poly looks, hehe.  Yeah for the hose?  Most definitely bumpmapped.  Smiley
 
IP Logged
 
Reply #68 - Jun 4th, 2007 at 2:30pm
Tweek   Ex Member

 
Looks lovely! May I ask how much of the external model is done, and if there are any more varients being worked on (as mentioned before - TA-7, etc)?
 
IP Logged
 
Reply #69 - Jun 4th, 2007 at 4:30pm

pepper_airborne   Offline
Colonel
Voorhout - The Netherlands

Posts: 2390
*****
 
You could also try making a extremely high poly model(dropping in NURBS? in C4D??) and then render a texture from that, i remember reading something about that on gamasutra, kinda like the Zbrush approach.
 
IP Logged
 
Reply #70 - Jun 5th, 2007 at 1:05am

djackson   Offline
Colonel
I love Flight Simulator!

Gender: male
Posts: 37
*****
 
Quote:
Looks lovely! May I ask how much of the external model is done, and if there are any more varients being worked on (as mentioned before - TA-7, etc)?


I've shifted gears on the external model.  The basic fuselage is done, I need to add the smaller surface details like antannae (sp) and transmitters and such.  Also I'm working on the landing gear as well.  I've already shaped the wings and tail and will be working on those soon too.  I wanted to get inside the pit just to keep myself from getting bored in one place.  Roll Eyes
 
IP Logged
 
Reply #71 - Jun 5th, 2007 at 1:07am

djackson   Offline
Colonel
I love Flight Simulator!

Gender: male
Posts: 37
*****
 
djackson wrote on Jun 5th, 2007 at 1:05am:
Quote:
Looks lovely! May I ask how much of the external model is done, and if there are any more varients being worked on (as mentioned before - TA-7, etc)?


I've shifted gears on the external model.  The basic fuselage is done, I need to add the smaller surface details like antannae (sp) and transmitters and such.  Also I'm working on the landing gear as well.  I've already shaped the wings and tail and will be working on those soon too.  I wanted to get inside the pit just to keep myself from getting bored in one place.  Roll Eyes



Yeah I actually have Zbrush, so I'm very interested to see if there's a way for me to do displacement mapping on the texturing.

This model will obviously have to be converted through 3ds Max, and I have a friend that will do that for me.
 
IP Logged
 
Reply #72 - Jun 5th, 2007 at 3:48am

pepper_airborne   Offline
Colonel
Voorhout - The Netherlands

Posts: 2390
*****
 
Yeah you can, but i dont know how unfortunately, il see if i can dig up something for you.

I think his explains how it works, but it doesnt give any direct instructions though..

http://www.zbrushcentral.com/zbc/showthread.php?t=008206
 
IP Logged
 
Reply #73 - Jun 5th, 2007 at 12:32pm

G-Fire25   Offline
Colonel
I Fly Sim!

Posts: 203
*****
 
One of the best models I have ever seen. I signed up on your site but how do I beta test?
 

RIP miltestpilot&&RIP Sean Taylor
IP Logged
 
Reply #74 - Jun 8th, 2007 at 3:27am

djackson   Offline
Colonel
I love Flight Simulator!

Gender: male
Posts: 37
*****
 
G-Fire25 wrote on Jun 5th, 2007 at 12:32pm:
One of the best models I have ever seen. I signed up on your site but how do I beta test?


It's going to be a while for that actually.  "Gecko" is actually in charge of that, I'm just modeling and texturing.  We just made ourselves a place over at gameflood - http://www.gameflood.com/Workshop/Index.cfm/intProjectID/548

 
IP Logged
 
Pages: 1 ... 3 4 5 6 
Send Topic Print