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I have entered... (Read 818 times)
Mar 29
th
, 2007 at 4:01pm
Black ZR-1
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PLEASE UPLOAD ALL AVATARS!!
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..The world of GMAX.
Just got my confirmation code. Let's see how many years it takes me to learn this
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Reply #1 -
Mar 29
th
, 2007 at 4:55pm
Brett_Henderson
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Learning it ? Not long at all...
Mastering it ? Never happen...
Your first aircraft, start to finish; textured, animated and ready to share ? 300 hours
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Reply #2 -
Mar 29
th
, 2007 at 6:36pm
Cobra
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haha, I was twatted.....
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hehe, i've spent hours on it...and still cannot make anything more than a cube (and thats on a good day!!)
JAA/FAA PPL + Night Rating!
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Reply #3 -
Mar 29
th
, 2007 at 6:47pm
Felix/FFDS
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IT's okay - I"ve been working at gmax since .... 2002 ....
Felix/
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Reply #4 -
Mar 29
th
, 2007 at 8:44pm
Brett_Henderson
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I did a C210 and Mojave in FSDS... I've moved back to GMAX for a C177RG because of FSX. It's quite a re-education.. worth it so far (I think).
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Mar 30
th
, 2007 at 1:58am
SkyNoz
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Project Kfir!
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Well, it will definitely create a challenge for you, if you have no experience in 3d modeling. Well the motivation will keep you going to create something unique. Expect the skill to come with time and know how to come quick. I started, I believe using Gmax oh around 2004 and or so, about 2 1/2 years and I can create great model with a little patience. I would look up as much tutorials and help, also install the game pack and remember to make backup's of your projects. -Good luck!
Project Kfir!&&
&&
My Gmax page
&&Aircraft modeler/Aircarft painter&&&&Aye the key!&&[GeneralEngineData]&&//0=Piston, 1=Jet, 2=None, 3=Helo-Turbine, 4=Rocket, 5=Turboprop
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Reply #6 -
Mar 30
th
, 2007 at 11:06am
Black ZR-1
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What do you guys use for references? Real pictures of planes or other people's work?
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Reply #7 -
Mar 30
th
, 2007 at 11:46am
Brett_Henderson
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Setting up 3-views (top bottom side) is the best way. You can use bitmaps as backgrounds, but you'll find out how troublesome that can be.
Keep studying tutorials and the help files. Learning how to use three boxes as "screens" texured with the views is the best way to do it.
What airplane do you intend to model first ?
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Reply #8 -
Mar 30
th
, 2007 at 12:55pm
Black ZR-1
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Well I was thinking something like a glider. What do you recommend for beginners?
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Reply #9 -
Mar 30
th
, 2007 at 1:16pm
Brett_Henderson
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Any plane is fine. You can decide as you go, what level of detail you're willing to strive for. A highly accurate Warrior can be just as difficult to model as an A380. The trick though, is to have a passion for the plane, because by the time you're done with it, you'll feel like you're married to it
The P38 tutorial is good for getting a feel for it.. there are dozens of others. The process is literally so multi-sided, I'd say that actual modeling is less than half. Animating is a handful, and the oh-so-important texturing is a vocation in itself... THEN you have get the geometry and physics and contact points figured out... Dynamic virtual cockpits are a test, too. Oh.. and don't forget the panel(s)
(if you have a wedding planned for the near future, you might wanna choose between your new bride and aircraft modeling
)
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Reply #10 -
Mar 30
th
, 2007 at 2:39pm
Black ZR-1
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My passion is the legendary P-47, but that won't be for a while until I learn the basics.
That sounds like a long list
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Reply #11 -
Mar 30
th
, 2007 at 4:09pm
CAFedm
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I love YaBB 1G - SP1!
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All of the above is really good advice...it all sounds very familiar! One other thing to consider might be to tackle the learning process in bits, instead of all in one go. Developing your first complete model may take quite awhile longer than anticipated (mine took half a year, followed by several more months of ongoing "tweaking"). For example, if the P-47 is your style, check out an existant model that you can redesign your own textures for. You could also try adding your own effects or modifying a 2-D cockpit (a 3-D one requires having the model's source file at hand). Focusing upon one aspect of modelling at a time will be more manageable; you will then be armed with the knowledge to be able to tackle it without problem, once work on your first big project is underway.
Brian
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Reply #12 -
Mar 30
th
, 2007 at 5:08pm
Black ZR-1
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I build and fly model RC airplanes so I know what it's like to have built something and watch it fly. Same goes for modelling I assume. That satisfaction of creating it, flying it and eagerly waiting to start your next project.
I've been been building my 1/5th P-51D for 2 years now and I'm almost done with her. Everything takes time and you learn by trial and error and that's how I'm going to approach GMAX.
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Reply #13 -
Mar 30
th
, 2007 at 5:25pm
supersabre79
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"Spatium Superanus Palatinus"
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nice p51! lovely
CLAUDIO SANCHEZ / HANGARCEROUNO
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Reply #14 -
Mar 30
th
, 2007 at 6:18pm
SkyNoz
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Project Kfir!
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Ah great, I as well build and fly RC aircraft. For reference data, I would refer to 3 view schematics, cross selections ' or formers known in RC building'. Just generally any technical drawings. Before I would do anything, first practice with objects. I.e. Meshing and playing with splines. Remember modeling isn't just making something in Gmax, knowing the steps of things is what makes you a designer.
Project Kfir!&&
&&
My Gmax page
&&Aircraft modeler/Aircarft painter&&&&Aye the key!&&[GeneralEngineData]&&//0=Piston, 1=Jet, 2=None, 3=Helo-Turbine, 4=Rocket, 5=Turboprop
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Reply #15 -
Mar 31
st
, 2007 at 2:48am
Katahu
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I agree with Skynoz. You should do what I do. During my off time from my major projects, I would make any random object in Gmax and make is all fancy by using the various modeling tools such as bending, twisting, making spirals, compound modeling, etc. During this process I would occasionally run into a spark of intuition [an idea would crop up from no where] on how to better improve my major project. Then I implement that idea onto my project. This is, in my opinion, what makes a great developer: making better models through sparks of ideas.
If I was you, I would also try every known technique in the community to see which method of modeling suits you best and how you would apply it to your projects. You should also adapt to different modeling techniques according to the project your working on. For example: I work on car models, therefore I utilize the "poly-modeling" method [where you create a model one poly at a time]. The process may be slow, but I get maximum control over how the surface is created. For aircraft, modeling with primitive objects is sometimes preferred. I even study human modeling as that gets me to become familiar with box modeling.
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Reply #16 -
Mar 31
st
, 2007 at 11:01am
JonMich
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Black ZR-1 wrote
on Mar 29
th
, 2007 at 4:01pm:
..The world of GMAX.
Just got my confirmation code. Let's see how many years it takes me to learn this
Black ZR-1,
This is all great advice here; you will find that all the effort that you put into learning Gmax and designing your first aircraft will make it all that much more rewarding when you are done. Since I started using Gmax I have found that I can’t live without it, I even use it to design school projects that have nothing to do with FS.
Good luck, you have come to the right place to find help when you need it.
Cheers,
Jon
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Reply #17 -
Apr 1
st
, 2007 at 4:56am
Black ZR-1
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Great advice! Thanks.
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Reply #18 -
Apr 1
st
, 2007 at 10:13pm
Felix/FFDS
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Brett_Henderson wrote
on Mar 29
th
, 2007 at 8:44pm:
I did a C210 and Mojave in FSDS... I've moved back to GMAX for a C177RG because of FSX. It's quite a re-education.. worth it so far (I think).
Too bad....
Felix/
FFDS
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Reply #19 -
Apr 1
st
, 2007 at 10:17pm
Felix/FFDS
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Black ZR-1 wrote
on Mar 30
th
, 2007 at 12:55pm:
Well I was thinking something like a glider. What do you recommend for beginners?
As has been mentioned, use the best scale drawings available.
Since you probably have a decent collection of scale plans for your r/c planes, those make excellent reference images, *for the basic airplane*. OF course, actual scale drawings help.
Your approach to gmax should be to learn the program, and while that can be while creating your first airplane model, be prepared to save a lot, and when experimenting, ALWAYS experiment on a copy. This way you can royally screw up often and quickly return to the point "just before" .
Felix/
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