WIP: F-14 B/D
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Just gorgeous, class A, work. Excellence.
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Every picture… I feel we’re juuust a bit closer to the dream.
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I have a question for your futures skins, it’s possible to adapt them on the Tomcat already in Falcon ?
Keep it up !
I originally built the skins FOR the Tomcat in Falcon. I say Falcon as it’s been the same model in FF/RV/OF/BMS etc since 2004. That’s how all of this started my man. The thing you see above is just the latest evolution and current state of my weathering.
Having created all of the skins it just makes it so much easier for me to build the textures for this model now.
If you wanna take a look at the skins for the current model you can find them here (released in 2013, not worked on them since):
https://www.dropbox.com/s/014fg7cc7b1r4y0/stingray_SIX_TWO%20F-14%20TOMCAT.7z?dl=0
It will be high time to kill a few cold ones when this image is recreated with the Pukin Dogs rockin on the new model with full AB at the same angle Long way to go…
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And we wish you a great achievement to finish this project ! Thank you for the link !
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Wanted to update today but RL got in the way. Will post some details on my kryptonite - The WINGS
https://c1.staticflickr.com/9/8320/28732303040_3eb97e165b_b.jpg
Please have mercy and use Anisotropic filtering if you can it kills the super model…
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Please have mercy and use Anisotropic filtering if you can it kills the super model…
That’s a viewport capture not a render. Will try to do some renders some time soon…
By the way do you know Pong? That’s my zero point when it comes to graphics and ‘fidelity’ and I’ve seen everything since come and go which has been great and very impressive. Given that some jagged edges don’t kill shit for me :D.
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By the way do you know Pong? Given that some jagged edges don’t kill shit for me :D.
Well said!!! :drink:
C9
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No problem man.
Just such a supermodel deserves nothing but the best.
So unleash the wrath of the Kraken Cat and let it purify us in all it’s glory.
:lol:Sent from TapaTalk
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Always a pet peeve of mine when models of the Tomcat in games basically copy and paste the Airbrake so it’s the same on the top and underbelly.
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Always a pet peeve of mine when models of the Tomcat in games basically copy and paste the Airbrake so it’s the same on the top and underbelly.
Yea but you gotta consider that the F-14 is also hard to research and just a big complex machine that is hard to model in detail even with the right info and sources.
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Let’s go for the arrestor hook now… :drink:
Bravo, keep on this AWESOME baby!
Nikos. -
+1 here.
With best regards,
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Great model…Well done mate!
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Yeap, this is OUR baby…
Keep on track mate, and Thanks.
Nikos. -
Long time lurker here…
I’ve just seen this and I’m sorry to say, it’s probably going to be the end of my marriage when released haha!
My wife will have to drag me kicking and screaming from my pit… And the topgun sound track will be on loop driving the household nutty.
That is one sexy beast you’ve modelled, keep up the great work!
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Long time lurker here…
I’ve just seen this and I’m sorry to say, it’s probably going to be the end of my marriage when released haha!
My wife will have to drag me kicking and screaming from my pit… And the topgun sound track will be on loop driving the household nutty.
That is one sexy beast you’ve modelled, keep up the great work!
Glad you like it. Once it’s in Falcon I have a nice little video planned that I’ll ‘film’ with a friend online and the soundtrack to that (even though it won’t have anything to do with Top Gun) will make you faint man :D.
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Quick question for Pumpy or other Pros when it comes to modeling and best practice:
I have lots of small components all over the jet like these sensors up front. My question is do all these have to be connected to the mesh? In other words is it necessary that all parts of the jet are eventually in one piece (read mesh)?
As you can see they’re not connected at the moment. On other models I looked at (some also in BMS) I noticed that many parts and components are in fact not connected and it seems to work. So is there any general rule on when to connect/not connect or does it have any effect in terms of performance/graphics/animation/etc.?
Thanks guys!
Another interesting development:
My favorite main landing gear and probably one of the most complex ever designed. I’ll have to rig it in Blender in order to be able to finish the hard surface modelling. Reason being is I cannot rotate and tilt all objects in a realistic fashion without rigging. Also it’ll have to be bone rigging because a rig controller wouldn’t be feasible given the animation complexity. So far so good.
Some details:
The only ‘static’ rotation component is the main landing gear upper strut < fuselage connection point 1
The main landing gear strut damper fully extends out after takeoff and fully extends the two lower control arms < this is where the wheelhub/bearing is attached to
The lower strut part rotates roughly 90deg inward when retracting
The main strut support beams fold in half, lower and upper part stay with the main strut but the assembly point on the fuselage is a rotating design < fuselage connection point 2
The main strut hydraulic actuator assembly also rotates along two axis (!) < fuselage connection point 3
The blocking T simply folds down 90deg and also stays with the main strut < fuselage connection point 4 (only when gear is down)
Yeah I know…pretty insane
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I believe the answer u will get will be the less they are the better will be.
Same for texture.
If model one mesh and texture one piece connected will result to the lowest draw calls. Thus lower fps drain… Meaning better fps.Sent from TapaTalk