WIP: F-14 B/D
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I can’t wait to danger zone it up…
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Yeah I hope a release before 2017 for kill these damned MiG-28 ! Haha !
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I have a question some of you might be able to help me with. It’s about the following areas:
Yellow is the inside of the intake and the side of these faces that should be textured while red is the backside of the same face area. I have flipped the faces so the inside of the intake is ‘up’.
I’m wondering if I should do anything more with these faces in terms of assigning or flipping them now or is that sth I can deal with in 3ds later on?
I’d like to take care of that before modeling anymore of the intake/compressor part of the engines.
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I think I’d try to model and texture both sides of the inner intake wall. The one that’s barely visible maybe just with lower detail. The BMS engine probably uses the vertex normals for lighting calculations so if you have an area flipped the opposite way it might look strange when it comes to lighting. Or am I not understanding?
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Thanks zimluura.
Re your understanding: sorta:) …it’s not visible at all. It’s simply the backside of the inner intake. Specifically I’m talking about the upper right part of the red circle. So not the lower left which would be as you say barely visible as it’s positioned between fuselage and intake but the part 'in’side the A/C.
I don’t think I’ve flipped it the opposite way it’s just assigning which side of a face is ‘up’. I guess when it comes to something having a back- and a frontside I’d just bevel the face thereby creating front and back.
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Sorta…it’s not visible at all. It’s simply the backside of the inner intake. Won’t ever be textured or anything…
Then don’t model it.
… you’ll have a hard time to keep tri - count inside BMS specs anyway.
Cheers,
LS -
My rough calculations have me come out at roughly 22.000 for the fuselage, glovebox, stabs and details leaving 8.000 for the wings. Even 20 and 5 would be fine in my estimate. WaveyDave said his Tornado at 30K tris should be a upper limit in terms of desired spec so that should work.
But yeah - I’ll have a hard time anyway :D.
About the modeling, I don’t wanna model anything that will be invisible but the face’s backside is there - I’m just wondering is this a question of mapping and texture assignment or do I manipulate sth beyond that?!
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My rough calculations have me come out at roughly 22.000 for the fuselage, glovebox, stabs and details leaving 8.000 for the wings. Even 20 and 5 would be fine in my estimate. WaveyDave said his Tornado at 30K tris should be a upper limit in terms of desired spec so that should work.
Don’t forget gear in your calculation. They can take up a lot of polys.
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Funny you should mention that, I was thinking about it when I wrote that then I figured it must be excluded from the 30k.
gotta love a good challenge
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I think I see now. I’d remove anything that will never be visible*. Typically (from non-BMS modeling), I’ll delete the faces leading up to the intersection, then select two edges and pres F to create a new face spanning the gap. Though I guess this approach might make it more difficult to add in extra detail later with a curvy surface and a flat(ish) one that isn’t on a perfect YZ plane.
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I think I see now. I’d remove anything that will never be visible*. Typically (from non-BMS modeling), I’ll delete the faces leading up to the intersection, then select two edges and pres F to create a new face spanning the gap. Though I guess this approach might make it more difficult to add in extra detail later with a curvy surface and a flat(ish) one that isn’t on a perfect YZ plane.
‘the face spanning the gap’ is the one you see in my picture. It is a perfect xy plane and it is on the inside of the intake. The backside of that face is what you see inside the ‘triangle’ between the upper outside part of the top intake and the lower outside part of the fuselage finish. I’ll mark it tomo to make it clear. I guess it shouldn’t be a problem for now.
Thanks for the input man!
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Yeah, 3D geometry descriptive text isn’t easy. Maybe turn on backface culling* so you can make sure it’s the correct direction? Hmm, but you’re doing a render so it might not show up there. Still, I may not have a perfect understanding.
- just in case: press ‘n’ to toggle side panel -> Shading -> Backface Culling. FWIW I usually model with Ambient Occlusion turned on too 'cause pretties.
No need to hurry man, family functions might delay me a few days.
Have a good holiday (or a good normal day if this isn’t your holiday). -
WaveyDave said his Tornado at 30K tris should be a upper limit in terms of desired spec so that should work.
The Tornado is < 18k including the landing gear, but 30K tris is the BMS requirement.
Funny you should mention that, I was thinking about it when I wrote that then I figured it must be excluded from the 30k.
gotta love a good challenge
For confirmation, the 30K requirement does include the landing gear, afterburner flames etc.
Regards
Dave -
Small update, cracked the 100hrs, spent a lot of time on the glovebox, especially the rear deck which turns out to be an absolute pain. Upside is that most other Tomcat models I’ve checked haven’t gotten that part correct so that adds motivation :).
There are two lines kinda intersecting on the topside that really give the Cat its unique look, if it were a car I’d say they’re character lines. So here they are:
One line goes from the inner topside stabilizer to the rear along the inside of the top engine housing. The other goes from the center topside aft to the outside ending in the edge of the inflatable wing glove bags. Had to remodel almost the whole backside and add many parts to get it right.
This is the detail I’ll model the other parts to as well before moving to 3ds. Apart from some minor modifications and details the glovebox/enginepod is done for now.
Some more visuals:
Scale wise we’re looking good as well:
Out for 2015 Catch ya next year, Baby.
PS: The bottom side (engine pods) is not finalized in shape and currently deformed due to my modification of the topside.
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Zimluura,
awesome hint re the backface culling! Activated it along with the ambient occlusion. Very useful view function.
I looked into my double sided faces problem and based on what I found I decided to duplicate and flip the relevant faces which apparently is easier on the hardware than double sided faces. I just duplicated and narrowly extruded the inside of the inner intake and flippd them. Result looks fine pending some nitty gritty adjustments.
Thanks for the hint.
As you can see the upper part of the inner intake is drawn on the right and see through on the left - hence the flipped face.
Yeah, 3D geometry descriptive text isn’t easy. Maybe turn on backface culling* so you can make sure it’s the correct direction? Hmm, but you’re doing a render so it might not show up there. Still, I may not have a perfect understanding.
- just in case: press ‘n’ to toggle side panel -> Shading -> Backface Culling. FWIW I usually model with Ambient Occlusion turned on too 'cause pretties.
No need to hurry man, family functions might delay me a few days.
Have a good holiday (or a good normal day if this isn’t your holiday). -
Couldn’t go into the new year leaving the bottom side messed up like that so I touchd it up a bit. Extended the fuselage side below the glove to make room for the main gear housing. Also narrowed the engine pods on the outside bow, smoothed them aft. With reference shot courtesy US NAVY.
And another reference shot re fuselage side and reardeck from yesterday’s update:
Catch ya later, Baby.
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Vertical stabs started…
Totally reworked the side fuselage with reference images, note the triangular shape in front gradually transforming to a more spherical finish going to the rear. Also added the ‘coke bottle shape’.
Ventral Fins with assembly and lower vents left and right…NACA duct to be done.
Blender can export to Max using the .fbx file format, using the .3ds extension doesn’t work but the model seems good with .fbx when viewing in 3Ds Max.
Standing at 10K tris now…wings next then details.
Shots made with ‘MatCap’ and Ambient Occlusion settings on.
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Nice nice nice !!!