F-104J / F-104DJ / F-104 ASA/M / F-104C / F-104G /
-
Congratulations to all people the involved in this new project, it looks so amazing that I can’t wait!
Just only a suggestion regarding skinning & license plates: As this aircraft was present in the Balkans Theater, if possible please make an italian air force skin with the right license plates
Best regards -
Awesome project & progress. May I ask, will the usual wingtip fuel tanks be made also?
-
Hello,
Congratulations to all people the involved in this new project, it looks so amazing that I can’t wait!
Just only a suggestion regarding skinning & license plates: As this aircraft was present in the Balkans Theater, if possible please make an italian air force skin with the right license plates
Best regardsThank you for your kind words!
Just to recall what everyone did :
Radium …… Project owner
Topolo … Flight model
PeCa_Chuck… JASDF consultant
Dema… Texture artist assistantFor licenseplates, well this is complex. I do not say yes, or not, but here is the stuff :
I do not want to get many different models, for some reasons. Physically, licenseplates are polygons, that use an alpha channel. I already expected to make Taiwan F-104DJ. If I can make more for the two seater, I will do. But I have to organize everything well in my brain : it’s not complex, but it can become a nightmare, as this will implies some crossed kinetics. Stay tuned, I’ll do my best. If I do not make it for F-104DJ, I will do it for F-104S-ASA/M, F-104J.
Awesome project & progress. May I ask, will the usual wingtip fuel tanks be made also?
Yes, of course, but they shall be treated as payload. So, I keep them appart of the draft LOD.
Best regards,
Radium
-
here an example for LP on italian asa.m, common for every squadrons on front fusolage and M.M. numbers on bottom back fusolage, except the 53° Sq Cameri Airbase, only camo version, with “second” numbers on tail (53-11 fuso, 11 tail)
regards
-
here an example for LP on italian asa.m, common for every squadrons on front fusolage and M.M. numbers on bottom back fusolage, except the 53° Sq Cameri Airbase, only camo version, with “second” numbers on tail (53-11 fuso, 11 tail)
regards
Hello Dema,
For the twin seater version (the one I am doing now), which texture you recommend?
One color scheme, light grey, less elegant but better “fighting spirit” and most modern paint scheme?
Or two colors, elder version, more elegant, more Italian but less fighting spirit?
I am wondering maybe to offer also Marinefliegergeschwader 2 and JaboG 34 liveries. But the issue is that Luftwaffe F-104 do not use the same engine than F-104DJ…
Anyway, the first two liveries will be JASDF first, and ROCAF second.
Cheers,
Radium
-
I would start with grey version, 4° Stormo, Grosseto Airbase (FS 36280)
I am so happy to see your updates
Best Regards, Radium
Cheers!
-
I would start with grey version, 4° Stormo, Grosseto Airbase (FS 36280)
I am so happy to see your updates
Best Regards, Radium
Cheers!
Ok, I’ll make this one!
Thank you,
Radium
-
If the G version ever comes into play, I would love to see the BAF FX-52 in Nato Tigermeet 1978 colors!
Other more simple BAF colors would be the Silver, or the camo.
-
If the G version ever comes into play, I would love to see the BAF FX-52 in Nato Tigermeet 1978 colors!
Other more simple BAF colors would be the Silver, or the camo.
Hello,
Sorry, I won’t make special paints, because I don’t like them! I prefer duty liveries!
For Belgian livery, well, why not. But it’s not my highest priority!
Regards,
Radium
-
Hello,
Sorry, I won’t make special paints, because I don’t like them! I prefer duty liveries!
For Belgian livery, well, why not. But it’s not my highest priority!
Regards,
Radium
No problem mate. Anything Belgian would be cool. Will you share psd files afterwards perhaps? Maybe then the community can try to make some special paints if they want based on the correct texture files. Just asking, I’m already thrilled a nice looking f104 wil be available in the future Nice work!
-
No problem mate. Anything Belgian would be cool. Will you share psd files afterwards perhaps? Maybe then the community can try to make some special paints if they want based on the correct texture files. Just asking, I’m already thrilled a nice looking f104 wil be available in the future Nice work!
The point is : I do not use Photoshop to make my textures. I don’t like this software and I love using Fireworks, which I find much more interesting for game design and texturing because it supports very well vector draw. To tell the truth,
I never thought my templates to be shared… Because I do not have time to do troubleshooting and explaining how to use it…
So, I think that, I might give a black and white bmp (except for color parts such as emergency stuff) then, everyone can work on it by overlay/multiplier etc. You know what I mean.
Best regards,
Radium
-
The point is : I do not use Photoshop to make my textures. I don’t like this software and I love using Fireworks, which I find much more interesting for game design and texturing because it supports very well vector draw. To tell the truth,
I never thought my templates to be shared… Because I do not have time to do troubleshooting and explaining how to use it…
So, I think that, I might give a black and white bmp (except for color parts such as emergency stuff) then, everyone can work on it by overlay/multiplier etc. You know what I mean.
Best regards,
Radium
sure, anything that helps is nice to start from
-
Some updates for tonight!
Nothing to be shown ingame but, I like to show what really means creating an aircraft from scratch.
Unwrapping isn’t the funniest part of modeling, but it must be done really precisely, to avoid issues with texturing and renders to texture process.
To tell you the truth, here is my tri count :
Here is the result after my first day of unwrapping. More to come!
Best regards,
Radium
-
how many polys rendered? just curious
-
-
-
sorry, I meant processed, not rendered (27395?)
The total LOD will have 27395 triangles, everything included.
-
Hello,
Today, I finished to unwrap the F-104DJ.
Now is debugging time of the model.
There is still some little bugs, usually, they are caused by artifacts that need to be deleted. This is also the reason why I do my render to texture/texture backing just after I finished unwrapping the model. Then, you can control your model. If everything is not perfect, you will see it with the render to texture phase, and it implies some more work on the mesh, or on the uvw map. For example, I found some normal issues on gears. I will correct them.
As you can see, I am also implementing now the light system. I also used my dynamic engine burning effect.
Do not pay too much attention to the textures you see there, it’s a simple grey texture, with a render to texture map and Japanese roundels. I am thinking to make a semi photoreal base texture map. When you dont have a material for it, it’s always tough to make realistic bare metal textures.
Best regards,
Radium
-
Compliments… :bowd:
Kind regards,
Eagleeyes
-
I notice the thread title changed…how about cover A and C model?