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A-7D Corsair II Work-In-Progress (Read 5390 times)
Dec 10th, 2006 at 3:12am

djackson   Offline
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Hello, this is my first post on this forum, but I thought I'd post some screenies of a project I'm working on for a FS9 and FSX and other combat aircraft sims.  I thought it would be useful information as I found it hard to find really good up-to-date information on Aircraft Design for MSFS.  I just found out that MS just released the SP1 for the FSX SDK so that's cool, I need to check that out.  

So here goes my work  Cool

These are some work-in-progress shots for a somewhat, rare bird - the A-7D Corsair II. We chose this aircraft because, well, for the most part there hasn't been a definitive model (i.e. like Captain Sims) on the A-7D. Why the A-7D you ask? Honestly, it's kind of a neglected aircraft, one that you don't see modeled too often or accurately. We hope to change that with the A-7 and produce some other aircraft that are; #1 challenging, and #2 Rarely modeled, and #3 Have an interesting history. Too many F-16's, F-18's, F-15's, F-22's and the likes have been modeled over and over again. So we want to produce some aircraft that are not too popular but that were crucial assets in their time.

This model is obviously a WIP, and I've got a long way to go on it. The fuselage is 5K poly count. It is being created in Cinema 4D, then when it is done it will be exported to 3DS Max and there another modeler will get it prepped to animate and do final texturing and export to FS2004 and FSX.

Features will include a detailed inlet and authentic fan, detailed moving pilot, standard array of lighting, Virtual cockpit, etc...

Enjoy!   Smiley

~DJ


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To find out more you can visit http://a7dpit.com/
« Last Edit: Dec 11th, 2006 at 2:21am by BMan1113VR »  
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Reply #1 - Dec 10th, 2006 at 6:46am
Mr.Mugel   Ex Member

 
Looking good, would be cool, if you´d do a VC for it !
 
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Reply #2 - Dec 10th, 2006 at 12:38pm

djackson   Offline
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Yes, definitely will have a virtual cockpit.  The guy I'm building this with has an actual A-7D cockpit so we have the real deal.

Wink
 
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Reply #3 - Dec 10th, 2006 at 1:51pm

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Nice I hope it's free ware, 5k Poly for fuse is not bad at all. Good luck on finishing it and keep us updated! Cool
 

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Reply #4 - Dec 11th, 2006 at 2:05am

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Wow, it looks beautiful.

Welcome to the forums too!

By the way, for the future please follow the image guidelines (specifically on linked images): http://www.simviation.com/cgi-bin/yabb2/YaBB.pl?num=1136648799
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Reply #5 - Dec 11th, 2006 at 6:08pm

djackson   Offline
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Thanks BMan!

Will do!

I'll get some more update shots of the A-7D project.   Smiley
 
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Reply #6 - Dec 11th, 2006 at 7:45pm

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djackson wrote on Dec 11th, 2006 at 6:08pm:
Thanks BMan!

Will do!

I'll get some more update shots of the A-7D project.   Smiley

Great! Always loved the A-7's! This thing will look great in FSX
 

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Reply #7 - Dec 11th, 2006 at 8:45pm

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I recommend you to check out these tutorials on how to model a head and a body for the pilot. Just scroll to the section titled "modeling and texturing tutorials".

These tutorials have helped me a lot when it comes to creating my drivers. I hope they serve you well for your pilot models.
 
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Reply #8 - Dec 12th, 2006 at 5:52pm

djackson   Offline
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SkyNoz wrote on Dec 10th, 2006 at 1:51pm:
Nice I hope it's free ware, 5k Poly for fuse is not bad at all. Good luck on finishing it and keep us updated! Cool


Yep, this will be freeware.  We do plan to make some payware packages but that's a long way down the road.  The next project is variants of the A-7, and then a definitive KC-135R and variants.

~DJ
 
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Reply #9 - Dec 13th, 2006 at 2:56pm
Tweek   Ex Member

 
Ooo, very nice. I've wanted a decent A-7 for quite a while now. Smiley

I'd love to see it in Greek colours, much like this:

(a profile of mine, currently a WIP)
...
 
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Reply #10 - Dec 13th, 2006 at 4:45pm

Ashar   Ex Member
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djackson wrote on Dec 12th, 2006 at 5:52pm:
SkyNoz wrote on Dec 10th, 2006 at 1:51pm:
Nice I hope it's free ware, 5k Poly for fuse is not bad at all. Good luck on finishing it and keep us updated! Cool


Yep, this will be freeware.  We do plan to make some payware packages but that's a long way down the road.  The next project is variants of the A-7, and then a definitive KC-135R and variants.

~DJ


Looks very nice!! I am waiting for it! I really can't wait for the KC-135 Shocked
 
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Reply #11 - Dec 13th, 2006 at 5:23pm

djackson   Offline
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Ashar wrote on Dec 13th, 2006 at 4:45pm:
djackson wrote on Dec 12th, 2006 at 5:52pm:
SkyNoz wrote on Dec 10th, 2006 at 1:51pm:
Nice I hope it's free ware, 5k Poly for fuse is not bad at all. Good luck on finishing it and keep us updated! Cool


Yep, this will be freeware.  We do plan to make some payware packages but that's a long way down the road.  The next project is variants of the A-7, and then a definitive KC-135R and variants.

~DJ


Looks very nice!! I am waiting for it! I really can't wait for the KC-135 Shocked



Thanks, I've really enjoyed working on it.  I work in Cinema 4D primarily, so I have to rely on someone else to get it converted and useable in 3ds Max and then into FS9/10 as the MSFS SDK's don't have a converter for C4D or other 3d apps.  C4D is just one great program that I've become accustomed to.

As for the KC-135, I can't wait to work on it.  The last KC model I worked on was the KC-135T model for FS98 years ago.  You'll find it somewhere here on Simviation or Flightsim.com and Avsim I think.  It's an old model and I hope to do so much detail on a new one, especially with the new wingtip drogue pods that are on them now (like the C-135FR's).

~DJ
« Last Edit: Dec 13th, 2006 at 6:59pm by djackson »  
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Reply #12 - Dec 13th, 2006 at 6:06pm

djackson   Offline
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Quote:
Ooo, very nice. I've wanted a decent A-7 for quite a while now. Smiley

I'd love to see it in Greek colours, much like this:

(a profile of mine, currently a WIP)
[img]


Tweek, we are definitely doing a Greek A-7.  They are the only country still using that plane.

We are also doing the two seater version and also an A-7F (that rare aircraft that was tested with an afterburner).


I want to provide a base paint for this plane, so that others can texture it up.


Your profile is excellent, btw, did you draw that up?

Wink
 
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Reply #13 - Dec 14th, 2006 at 2:15am

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I started work on the A-7D's Texas Instruments AN/APQ-116 radar. It's at it's most basic stage for right now. I had to figure out how the radome hinged, which was hard to do from photos. I drew the dish as best I could in Illustrator (that was hard as I didn't have a straight-on shot), and then imported that spline into C4D. Then I extruded that spline and boolean'd it with a Bezier Nurbs that I made concave. Then split it on the surface, and bingo, radar dish. Kinda like making a virtual mold. 

Now I'm debating on putting this radar on the actual flightsim model.  It could take the whole model up too much in poly's.  I think the FS9/10 models are what 20k-40k?

I'll have to do serious testing of frame rates once the entire model is built, and have several versions available.

enjoy!

~DJ

...

 
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Reply #14 - Dec 14th, 2006 at 6:38am

Ashar   Ex Member
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Wowee!! Looks awesome! I really can't wait...The Bear Studio's MIG-15 Fagot has 50K polygons...and it's not too shabby on FPS...Different models would be a cool idea...An AI friendly, low detail...etc etc...Very cool! Keep it up Cool Wink
 
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Reply #15 - Dec 14th, 2006 at 10:52am
Tweek   Ex Member

 
djackson wrote on Dec 13th, 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. Wink
 
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Reply #16 - Dec 14th, 2006 at 7:17pm

djackson   Offline
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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 14th, 2006 at 7:23pm

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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 15th, 2006 at 8:04pm

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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 15th, 2006 at 10:19pm

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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   Roll Eyes
 
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Reply #20 - Dec 16th, 2006 at 4:51am

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djackson wrote on Dec 15th, 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   Roll Eyes


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 16th, 2006 at 10:34pm

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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 17th, 2006 at 12:03am

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Demo wrote on Dec 16th, 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 16th, 2007 at 12:48pm

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Okay, I've started fleshing out the basic cockpit tub.  I still need to adjust poly's and points.

Smiley

...

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...
 
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Reply #24 - Jan 16th, 2007 at 4:21pm

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looking great Wink
 

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Reply #25 - Jan 18th, 2007 at 12:50pm

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Nice  Shocked

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 18th, 2007 at 9:30pm

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Prom0 wrote on Jan 18th, 2007 at 12:50pm:
Nice  Shocked

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.  Shocked
 
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Reply #27 - Jan 19th, 2007 at 11:19am

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Hey, I just noticed this but it's looking awesome! Cheesy  Can't wait till this is released Grin.

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Reply #28 - Jan 20th, 2007 at 6:05am
Tweek   Ex Member

 
Looks fantastic!
 
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Reply #29 - Jan 23rd, 2007 at 1:58am

djackson   Offline
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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.

...

...

...

Smiley

~DJ
 
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Reply #30 - Jan 23rd, 2007 at 5:48am
Tweek   Ex Member

 
Looks great, as ever!

It'll be interesting to compare this with the IRIS model, now that it's freeware. Going by these development pics, it's heading to be just as good, if not better. Smiley
 
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Reply #31 - Jan 23rd, 2007 at 10:06am

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I'll check that IRIS model out, thanks!   We plan on making this A-7D freeware because it's our first design, and a learning process for me - being my first, serious aircraft model for FS2004/FSX.  I designed a KC-135T for FS98 way back when, and another guy helped me in designing a 2d panel for it.  I designed that KC-135 with the old Aircraft Factory program.  You can find that old plane here on simviation just do a search for Dale Jackson, or look here:

http://www.simviation.com/fs98military26.htm

I also did a repaint for a Helio Courier - http://www.simviation.com/fs2004props72.htm

But other than these two, I hadn't done any serious modeling until now.

But I'm pretty jazzed with the direction this plane is going and I will be making other variations, like the rare afterburing version, and the two seater.

Wink

 
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Reply #32 - Jan 23rd, 2007 at 12:03pm
Tweek   Ex Member

 
Nice to hear there'll be a TA-7 in the works, too!
 
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Reply #33 - Jan 23rd, 2007 at 3:57pm

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The Corsair looks perfect. I'm glad to see a A-7 for FS2004/FSX because I am Greek and Greece has these Corsairs. Greece had bougth in 1974 60 A-7H and later 5 TA-7H. The H means "Hellenic" and they based in A-7E. The mainly difference with the E model is that they haven;t refueling prode. After the Gulf War USA gave to Greece the A-7E and TA-7C from the last two USN sqdr witch used the type.

Now in our subject. Is it in your plans to make these models?
You can chek also this site. It's the site of one of the two Greek sqdr witch use the Corsair.
http://www.335sq.gr/
 
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Reply #34 - Jan 23rd, 2007 at 6:13pm

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Yep, absolutely, the Greek A-7's will be modeled   Wink
 
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Reply #35 - Jan 23rd, 2007 at 9:36pm

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Looking awesome, better than any a-7 i have seen freeware or payware!

The afterburning version will use the true afterburner in fs9 along with an effect, not just an effect? only a few freeware planes actually use this function.
 
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Reply #36 - Feb 4th, 2007 at 3:41pm

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swordfish1227 wrote on Jan 23rd, 2007 at 9:36pm:
Looking awesome, better than any a-7 i have seen freeware or payware!

The afterburning version will use the true afterburner in fs9 along with an effect, not just an effect? only a few freeware planes actually use this function.


Yes, I'm fairly certain this will be the case.  I won't be the one scripting this, but I know the guy who will, and he will do it to perfection as needed to be ultimately realistic as possible!   Smiley

MEANWHILE, on with the show!!

Here are some updates on the A-7D Heads Up Display and the ring or rim around the cockpit tub (painted red temporarily). I modeled the brackets and I have just a few more details here and there above the glare shield. The instrument Panel is actually all black, but I have it as a default grey so you can see some basic instrument layout. I also have the HUD being grey so you can see it better. The cockpit is very basic right now, but the HUD model is almost completed. I'll apply decals later. You'll see some faceting here and there but that's because I need to keep the polygon count budgeted so it can be flyable in a flight simulator (too many polygons and it will kill frame rates).

Enjoy

~DJ  Cheesy

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...
 
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Reply #37 - Feb 4th, 2007 at 4:28pm
Tweek   Ex Member

 
Brilliant! This certainly looks like it'll top the IRIS model. Smiley
 
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Reply #38 - Feb 4th, 2007 at 4:34pm
sgt donut   Ex Member

 
awesome stuff. cnt wait for this to be finished...can i beta test Tongue
 
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Reply #39 - Feb 4th, 2007 at 7:31pm

djackson   Offline
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Quote:
awesome stuff. cnt wait for this to be finished...can i beta test Tongue


If you'd like to beta test, go to www.a7dpit.com and register there, it's not a big site, but it does have information about this project.   This A-7D will of course be free to the flight sim community once it's done.   The trick will be getting it converted over into 3ds Max (I build in Cinema 4D), and then into Flight Simulator, so we've got a long way to go.

~DJ

Smiley
 
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Reply #40 - Feb 6th, 2007 at 10:25am

Prom0   Offline
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Damm thats nice Cool
Really want to make my alpha jet just ike that.

Really nice work djackson
 
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Reply #41 - Feb 6th, 2007 at 1:05pm

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Export it to a .3ds or a .obj format(wavefront). Almost any 3d APP can import those, and if i were you then i would cut up all the parts in max, it should be easier to avoid errors that way.
 
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Reply #42 - Feb 6th, 2007 at 11:01pm

djackson   Offline
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pepper_airborne wrote on Feb 6th, 2007 at 1:05pm:
Export it to a .3ds or a .obj format(wavefront). Almost any 3d APP can import those, and if i were you then i would cut up all the parts in max, it should be easier to avoid errors that way.



Yeah .3DS would be the way to export, I can do that.  And I would have everything in sub assemblies.  Thanks!
 
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Reply #43 - Feb 7th, 2007 at 12:55pm

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Anytime, though you probably were already thinking along those lines. C4d is a great program, it provided me with a lot of insight into 3d modeling, so i can completely understand your choice. And this looks like one that definately will be finishd, so you got my hopes up high!
 
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Reply #44 - Feb 7th, 2007 at 4:55pm

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pepper_airborne wrote on Feb 7th, 2007 at 12:55pm:
Anytime, though you probably were already thinking along those lines. C4d is a great program, it provided me with a lot of insight into 3d modeling, so i can completely understand your choice. And this looks like one that definately will be finishd, so you got my hopes up high!


Well good, yeah, I'm really loving working on this model.  It's really my first "professional grade" aircraft.  I've modeled lots of things in Cinema, but not something as complex as an aircraft, but since aviation is one of my "loves" I really wanted to nail down the technique and I'm sure my projects will be easier after this one because this is a huge learning process for me.  But I figure the best way to dive in, is to...well...dive in   Roll Eyes

I chose Cinema 4D because of my job, and I had to learn something super fast and I needed an app. that I could learn rapidly and was intuitive but also very powerful.  I had my eye on three 3d apps, Softimage, Lightwave, and Cinema 4D.  And I had another artist already using C4D, so I went with it, and that was back with C4D 8.  Cinema 4D is tons more powerful now.  So, honestly, people ask all the time, which 3D app. is the best?  And I say, it depends on you, on your capabilities.  A good saying goes "A great pilot in an old plane is better than a bad pilot in a new plane", and that applies to 3D apps. too.  So, whatever you use, just get really good at it, and you'll turn out good results.

I'll keep a' postin' my progress!

~DJ
 
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Reply #45 - Feb 11th, 2007 at 4:42am

djackson   Offline
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Okay, I'm completing work on the HUD model. Also I started on the Mag. compass that's on the left corner of the glare shield. I turned off Global lighting while I'm working on this virtual cockpit. It's much easier to render things and see detail in the renders. I know it's slow progress, but really I'm trying to get as much detail in this virtual pit as possible (but watching the poly's.) It's really a seperate model in it's own right.  Essentially I'm building this virtual cockpit with TrackIR4 in mind - making it totally immersive.

Enjoy!

~DJ

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...

 
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Reply #46 - Feb 11th, 2007 at 5:20am
Tweek   Ex Member

 
That is superb!

Shame you won't be able to render such detail in FS.
 
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Reply #47 - Feb 11th, 2007 at 5:45am
Mr.Mugel   Ex Member

 
Still, with a bunch of nice textures this will beat the DSB A-7 by ages.... It really looks stunning ! Keep on rocking !
 
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Reply #48 - Feb 11th, 2007 at 1:44pm

Prom0   Offline
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WWWWWWWWWWWWOOOOOOOOOOOOOOWWWWWWWWWWWWWWWWWW:D:D:D

just sow nice.

keep on the good work
 
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Reply #49 - Feb 14th, 2007 at 1:14pm

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Very good progress! I really like how this is coming along!
 
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Reply #50 - Feb 14th, 2007 at 2:40pm

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Currently working on the Escapac ejection seat.  I get too bored if I stay on one thing for too long  Roll Eyes

I'll keep ya'll posted  Wink

~DJ
 
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Reply #51 - Feb 16th, 2007 at 12:59pm

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Wow, this plane just keeps getting better. . . truely amazing work!
 

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Reply #52 - Feb 18th, 2007 at 3:07am

djackson   Offline
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If I get stuck too long on part of a model, I usually get bored so I jump around a little. I think I got the HUD down pat, so I thought I would tackle the ejection seat. Now I don't have any textures, except for the black texture on the head rests. I thought I would try a couple of leather patterns that I had in my collection (I have good references of this seat, so I matched the texture fairly well)

Enjoy!   Cheesy

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Reply #53 - Feb 18th, 2007 at 7:58am
sgt donut   Ex Member

 
wow this model is just getting better and better, i seriously can not wait for it to be finished Cheesy
 
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Reply #54 - Feb 18th, 2007 at 11:07am

Prom0   Offline
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Nice. whout you learn how to make sow detailes parts. just love then.
can't wait untill it is done.Really wanna betta test  Cool
Keep up the good work and info
 
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Reply #55 - Feb 18th, 2007 at 11:27am

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Of course the real trick is to get this into 3ds Max  Tongue but I got some guys that will do that.    Cheesy
 
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Reply #56 - Feb 18th, 2007 at 11:31am

pepper_airborne   Offline
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im convinced you'll get that straightend out, nice ejection seat!
 
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Reply #57 - Feb 18th, 2007 at 11:33am

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Yeah, it's just a conversion process, probably only a couple weeks of conversion for any misplaced or inverted poly's and then adding animation.  I can export a .3ds or .obj or lot's other formats (except a max file) from C4D.  Smiley
 
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Reply #58 - Feb 26th, 2007 at 11:33am

Travis   Offline
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Just export as a .3DS file.

Anyone noticed that IRIS has uploaded their Corsair to SimV?  Seems they're not too keen on competition from an "amateur". Wink

http://www.simviation.com/fs2004military137.htm
 

...
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Reply #59 - Feb 26th, 2007 at 1:04pm
Mr.Mugel   Ex Member

 
The IRIS bird is aviable as freeware for quite some time....

But this one will be way better, as it looks here !
 
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Reply #60 - Mar 4th, 2007 at 12:39am

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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!

...

...

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

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This is looking great!!
 
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Reply #62 - Mar 4th, 2007 at 10:50am

JonMich   Offline
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That is looking great!!  Shocked  I wish the sim looked that good. Undecided

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

Prom0   Offline
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Lokes Great Smiley
can't waith untill its released.Do you have a mounth or something?
 
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Reply #64 - Mar 4th, 2007 at 8:50pm

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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
 
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Reply #65 - Jun 3rd, 2007 at 2:14pm

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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!

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...

...

 
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Reply #66 - Jun 4th, 2007 at 8:21am

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

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

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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
 
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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)?
 
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Reply #69 - Jun 4th, 2007 at 4:30pm

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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.
 
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Reply #70 - Jun 5th, 2007 at 1:05am

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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
 
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Reply #71 - Jun 5th, 2007 at 1:07am

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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.
 
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Reply #72 - Jun 5th, 2007 at 3:48am

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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
 
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Reply #73 - Jun 5th, 2007 at 12:32pm

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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
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Reply #74 - Jun 8th, 2007 at 3:27am

djackson   Offline
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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

 
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Reply #75 - Jun 8th, 2007 at 3:32am

djackson   Offline
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pepper_airborne wrote on Jun 5th, 2007 at 3:48am:
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



Oh this is nice, yeah I need to get into my Zbrush, just don't have a ton of time. Tongue
 
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Reply #76 - Jun 8th, 2007 at 2:10pm

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Heh, yeah that would be cool, time is always a problem i suppose, shame though.
 
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