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› Will GMAX get easier?
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Will GMAX get easier? (Read 706 times)
Oct 26
th
, 2007 at 9:25pm
Groundbound1
Ex Member
Got the program, saved links to the tutorials, getting used to the UI. Frankly, having ZERO gmax experience, I'm feeling a bit overwhelmed. I'm amazed there are ANY freeware aircraft models available! Like anything else, I realize that the more I use it, the more it will become "second nature", but what I want to know is this: How long should it take a confident modeler to make a nice complete model? A very broad and general question I know, but looking at the real aircraft and seeing ALL the little nubs and bumps needed to make the model complete, it seems like it could take years. I know to start small, and keep it simple at first, and I understand it all depends on how in-depth I want the model to actually be. Can a fair model be turned out in hours, days, months, or years?
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Reply #1 -
Oct 26
th
, 2007 at 9:48pm
Dornep
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Florida
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I started modeling in FSDS, then tried Gmax after I had become used to the simple FSDS UI. That was a big mistake as it seemed to make everything 10 times more complicated then it really was.
It will get easier, everyone who has ever created a 3D model has gone through the same thing your going through. Once you become accustomed to the Gmax UI, things will move along much faster. You will know which techniques work and which ones don't. Once you know where everything is at and what it's function is, modeling will become second nature, just as you said.
For me the model is the easy part, the real work involves the coding and testing of parts like the panel, airfile, textures, etc, etc.
Just as you said in your post.. Start small, don't try and make your 1st release a 70k poly B-52. There are people on this forum with years of FS design experience, and can more then likely help you with any problem you may run into along the way.
Good Luck
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Reply #2 -
Oct 26
th
, 2007 at 11:49pm
Fr. Bill
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I used to have a life;
now I have GMax!
Hammond, IN
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Posts: 962
How long? As long as it takes. As far as I'm concerned, none of my fourteen models is ever "completed." I just finally reached a point where I said "Enough already!"
I could tinker on any of 'em forever and still find more things I could improve, simplify, et cetera.
But, speaking on a more pedestrian level, I figure an average of eight months for my commercial projects.
Bill
Gauge Programming - 3d Modeling Eaglesoft Development Group
Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10
NOTE: Unless explicitly stated in the post, everything written by my hand is
MY
opinion. I do
NOT
speak for any company, real or imagined...
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Reply #3 -
Oct 26
th
, 2007 at 11:51pm
Brett_Henderson
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EVERY OUTER MARKER SHOULD
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My first GMAX model was a simple Europa XS for FS2002. Basic animations,, VERY basic texturing. Starting from absolutely no experience, it took about 3 months, working 2-3 hours EVERY day.
Since then I've modeled a Cessna 210 and Piper Cheyenne in FSDS... And then a Piper Mojave in FSDS (my first VC). Those were 6 month ordeals each.
I switched back to GMAX for my most recent creation; the FSX only, Cessna 177RG with my first, decent VC (it made it into this month's freeware cover CD on PC Pilot magazine)... That model took every bit of 500 man hours over a 9-month period... even after all my previous experience.
Currently, I'm about 50% of the way through a Cessna 310. I've been at that beast for about 4 months.
You'll find that it goes in spurts. Like for that C210. I breezed through a good chunk of the rough modeling.. but got hung up for a MONTH, trying to get the cowling to look right.. even took a month off, out of aggravation. The trick I've learned, is to not set deadlines.. and to NEVER try to project a finish date. If you manage to have a very productive modeling session.. that is not the time to feel confident and start rushing things. Stop, reflect and then set a next, small, reasonable goal. If you sit down determined to get parts X,Y & Z modeled, you're kidding yourself, and you'll ened up doing part of Y and most of Z all over again... Baby steps
I'll have to say that FSDS is a better program for getting the ball rolling... but once you taste the GMAX power and flexibility, there's no going back. Neither program is capable of producing a model superior to the other, but the GMAX tools (once learned) lend thenselves to a more confident and precise approach. When you factor in that FSDS is still not 100% FSX compliant... and that you're almost compelled to be modeling with FSXI in mind... FSDS is not a good choice right now.
Patience and enthusiasm (and a relationship counselor if you have a significant other
) are the keys..
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Reply #4 -
Oct 27
th
, 2007 at 12:26am
Groundbound1
Ex Member
Whadda ya know Brett! I don't get PC Pilot on a regular basis, but I just got the issue you're talking about because they put my fire effect on the same disk! Well done ! ( A true honor, to be sure!)
Well, I'll probably tinker with GMax from time to time, but I don't think I'll be publishing anything other than effects for a while.
Now, I've been hearing from alot of sources that FSDS is easier to use than GMAX. How do the models from each compare? Is FSDS worth the price?
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Reply #5 -
Oct 27
th
, 2007 at 12:39am
Brett_Henderson
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EVERY OUTER MARKER SHOULD
BE AN NDB
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FSDS is most definately worth the price. And it is less intimidating.. It's less likely to scare you away..
The quality of the model is up to the modeler. Neither program is superior in that regard. When it's all fleshed out, it's just vertex manipulation.. the polygons are just along for the ride. FSDS is easier at first.. but you'll find that the complex modeling is more intuitive and utile with GMAX.. The bult-in modifiers make it more flexible... The simplest thing like soft-selection of vertice groups makes more complex shaping, in less time. The uniform/non-uniform scaling is something that's hard to live without, too.. and when you mix two functions like those... well.. you'll find out. And for complex texturing mapping, GMAX is actually easier (once your over the learning curve).
(I'm playing with your effects as we speak
)
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Reply #6 -
Oct 27
th
, 2007 at 12:41am
Groundbound1
Ex Member
The pack I sent them was only the first set. I didn't finish the second pack until it was too late.
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Reply #7 -
Oct 27
th
, 2007 at 12:48am
Katahu
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I went through the same dang thing. My first real model was a weird-looking version of the Moller skycar, but it ended up being posted as an adoptable file at SimV. Later on, I became experienced with DVC modeling. After that, I found my niche in car modeling.
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Reply #8 -
Oct 29
th
, 2007 at 2:34pm
Boeing227
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Colonel
I live on FS2004!
Newfoundland
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Posts: 45
BTW Katahu or Jessy whatever your name its, did you use GMAX to make your 1998 Porsche 911 GT2 model. I have ways I can revise it and stuff and complete it.
Visit my VA site:
www.freewebs.com/flyskyhi2/&&&&Visit
my FS production site:
www.freewebs.com/projectskyhigh2/
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Reply #9 -
Oct 30
th
, 2007 at 12:43am
Katahu
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Yeah, it was modeled and compiled using Gmax. But if you read the description on the latest update of the Porsche, I lost the source file a long time ago. That's why I have a later project in waiting that will feature a newly-modeled Porsche.
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