WIP: F-14 B/D
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this User Ortho is a very good one…
Tell him he’s the best… :rofl:
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F-14 Sim would be cool!, if anyone can, BMS can.
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Lots of changes (errhhh everything :)) on the RIO pit. Canopy rail vertices stayed in place, the rest is all new. Still entire pit with seats will remain around 1000 tris.
Seat, RIO eyes, panels and consoles now all in correct position. Front office will now receive the same treatment as that was a bit off as well.
In some regards it remains reverse engineering existing photos of the F-14D pit as there are major differences to A and B pits.
FYI the entire pit will be colorized according to late F-14D spec which was all black in order to avoid reflections when using NVG.
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He’s ready ! He’s ready ! He’s ready ! Arrrrrrrrrrrrrrrrrrrrrgh I wanna this Tomcat…
It’s possible to see him textured ?
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Awesome! I love it Stingray. I’m sure the polygon-pilots can’t wait to be seated in this beauty!
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Awesome! I love it Stingray. I’m sure the polygon-pilots can’t wait for to be seated in this beauty!
Dude I have no clue how to model a human let alone a pilot [emoji23].
Either way when I rendered the model with the transparent canopy I too was thinking ‘Im gonna need some crew soon’.
Sent from my STV100-4 using Tapatalk
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Dude I have no clue how to model a human let alone a pilot [emoji23].
Either way when I rendered the model with the transparent canopy I too was thinking ‘Im gonna need some crew soon’.
Sent from my STV100-4 using Tapatalk
Hehe, maybe Jan will be a help for you
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Dude I have no clue how to model a human let alone a pilot.
Where is the difference to a F-14, Pete?
… I mean with regard to 3D modelling …… you see?
I’m sure you can do it !Cheers,
LS -
Damn that is sexy!!
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!!!
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Where is the difference to a F-14, Pete?
… I mean with regard to 3D modelling …… you see?
I’m sure you can do it !Cheers,http://i45.photobucket.com/albums/f82/lazystone/Smileys/hat_3.gif
LSOrganic vs mechanical for one
I’ll procrastinate on the crew for sure!
Sent from my STV100-4 using Tapatalk
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Damn that is sexy!!
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!!!
Thanks man glad you like it. I gotta say I keep learning Blender more and more, you really helped with your input in the beginning so kudos to you!
Funny lesson learned when you assign a transparent material to a surface it’s only transparent wrt to the object it’s assigned to. In the case of the pit once I separated it from the fuselage it became ‘invisible’.
Either way I keep being blown away by Blenders functionality even though it’s pretty inaccessible if you don’t know where to look.
Sent from my STV100-4 using Tapatalk
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He’s ready ! He’s ready ! He’s ready ! Arrrrrrrrrrrrrrrrrrrrrgh I wanna this Tomcat…
It’s possible to see him textured ?
The textures are finished but not mapped yet. I’ll start doing that once the hard surface modeling is finished. Like on the stabs you can see an asymmetry in the rudders when you look closely in the renders.
I’ll post some texture work later :).
Sent from my STV100-4 using Tapatalk
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Organic vs mechanical for one
Bla bla, … that difference is just in your mind.
With regard to 3D modelling we use tris and a texture,
and they don’t care if they are organic or mechanical or even bionic.Sent from my laptop using keyboard.
Cheers,
LS -
Front and back finished. The main consoles are now separate; just couldn’t find a way to integrate them properly without adding way too much unnecessary geometry. Lower left right RIO center console needs to be closed up but apart from that I’d say proportions, shape and measurements are now pretty close to RL.
I’ll now extrude and close up the windshield, finish the HUD assembly, align the canopy frame, add sticks and rejoin all objects - then it should be time for some renders :).
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Wow!!
Looks amazing! Glad to hear from you again! Couldn’t wait to fly this baby. Still have finished the bodyshell work of my selfmade F-14A/B and F-14D grips and the F-14 throttle for my universal cockpit project. Only made this HOTAS for your bird! I love the F-14 since I’m a child. It was always my favorite fighter. Sadly it’s one of the fighters that rarely was the subject of a simulation. Only ones I know were Fleetdefender long long ago and Strike Fighters. Hope my pit is ready when your bird is ready for take off!
Cheers Viper
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Dude I have no clue how to model a human let alone a pilot [emoji23].
Either way when I rendered the model with the transparent canopy I too was thinking ‘Im gonna need some crew soon’.
I know something about this.
Here’s how i set up for mirrored modeling, this might be the same way you do it. Start with a cube, then tab for edit, k for cut, z for cut through, then hold ctrl to bisect straight through across the X axis. Then I delete the vertexes on one side of the bisected cube, then add in the mirror modifier so that what you do to one side will happen on the other.
After I get that set up out of the way, it’s mostly k to cut lines and faces, which ups the vertex count, then move vertexes around until I get them in the right place. The only ones to move carefully are the ones right on the axis that you’re mirrored across, since if they get too far off the axis there will be a gap. Start with the body then e for extruding legs and arms. If you extrude anything along the mirrored line it will also generate a face on the inside of that line which you’ll have to delete at some point, or it will mess up the vertex normals a bit until you do.
Most of the modeling I’ve done has been low poly. With the poly-count that you’re going for the Subdivision Surface modifier will likely be the way to go. I’ve heard in a few places that, with SubSurf, you mostly want to build your mesh out of squares and try to keep the triangles to the minimum. Don’t worry if all the points on your squares don’t fall on the same plane, the squared mesh is just a control cage for the SubSurface mesh you’re building.
I’m pretty sure you got this dude! Go be better than me at modeling humanoids as well!!