WIP: F-14 B/D
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Some more info on the (almost) final touches…
Nose gear and doors with antenna added, tank, hinges, etc. Will add some more detail but not much:
Decided to rebuild the topside of the aft fuselage, smoothed now:
Gunport will stay separate, the heat shield and nozzle will be integrated into front fuselage, the bulgy backside simply slides into the fuselage:
Had the problem of having this see through effect on the glove right along where the wing folds into, now closed up:
This detail has been missing forever, the ‘hole’ in the wing glove as well as the sealing plates that extend out of it, now added:
Some renders will follow :).
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Freaking amazing!
What skins are you going to offer with it?
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Nice! Cant wait
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nice plane nice details.Stingray 3-4 Falcon weeks is over. When did you plan to complete this project.
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That’s the CAD model for the upcoming AMK 1/48 F-14D…not the BMS mod.
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nice plane nice details.
Stingray 3-4 Falcon weeks is over. When did you plan to complete this project.
3-4 Falcon weeks are long from over :). That’s a nice model kit with lots of very authentic details. Some sections naturally a bit too thick/big in order to get it to plastic but overall pretty epic. Only the nose/front fuselage and canopy section is off but that’s the case on 90% of models out there (3D and kits) so I guess can’t blame them.
Some very useful reference shots there! Thanks for sharing.
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AMK??? lol I just love Hasegawa’s But they are old nowadays… Needs new tooling to be better but the details they have are freaking awesome still… I got a -D 1/48 and it was the high-tech one with photo eched parts and metal parts preety decent still…
On BMS mod now stingray its amazing… go on i wonder hows the polycount on that? I went sky high with the Phantom thats why i ask. Ikaros AUP model is at 97k (lol) and the normal E will stay just above 94k, therfore i still wonder are you gona be able to port the whole model to 3ds to work with dofs and switches? or is any lod exporter for blender?
Anyway keep it up!!! -
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Yeap seems we found Jack Noris of BMS.
Engerek finished the 3-4 falcon weeks.
:rofl:
Nice try m8.sent from my mi5 using Tapatalk
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http://i.hizliresim.com/vb2dJp.jpg
nice plane nice details.Stingray 3-4 Falcon weeks is over. When did you plan to complete this project.
If you give him more details again and again he will never reach week 3!!!
Outstanding work Stingray62.
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Freaking amazing!
What skins are you going to offer with it?
All deployed squads that used the Delta cat plus VX Evaluator squadrons (operated the last ever built Tomcat [F-14D BuNo 164604]) and Grim Reapers will be available skins including helmets, drop tanks and squadron specific LANTIRN pods.
To make it a bit more interesting I have modeled the antennas next to the intake which is the only external distinguishing visual separating the D from the B so that I can offer some popular additional squadrons that only Bravo cats had the pleasure of wearing.
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i wonder hows the polycount on that? I went sky high with the Phantom thats why i ask. Ikaros AUP model is at 97k (lol) and the normal E will stay just above 94k, therfore i still wonder are you gona be able to port the whole model to 3ds to work with dofs and switches? or is any lod exporter for blender?
Anyway keep it up!!!The AC as is excluding ordnance, afterburner, vapor and deformation stands at 65k tris. That number is highly unlikely to be reduced to sth less than 45k. Cutting that number again by 15k to meet the 30k requirement would imply A LOT of concessions in terms of detail and overall appearance. There’s just a bit too much moving stuff and complexity in the design of this aircraft. That being said when I build the LODs I’ll see what’s possible in terms of tris reduction.
If you add every last detail we’re talking about less than 90k which AFAIC is extremely efficient for a model with this kind of functionality and authenticity.
As far as porting goes you can import a million poly model and it works flawlessly. There is no LOD exporter for Blender but it won’t be necessary as the model can be transferred to 3Ds with the click of a mouse and it keeps its geometry, objects, object names and relations 100%.
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If you give him more details again and again he will never reach week 3!!!
Outstanding work Stingray62.
That model has a completely different basis, he modeled the panel lines and rivets (which he has to) which isn’t necessary here plus I won’t model any hydraulic lines or other tiny high polycount stuff that can be textured. If you take that away there isn’t much detail I haven’t modeled……except the refueling probe :D. That being said I have gotten around to the hook so you can imagine what’s next :D.
I doubt that model has anywhere less than 230k tris.
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Maybe good to know: when you export the 3ds to LOD all poly’s with more than three vertex’s will be reduced to/made into triangles. For example; a nice 8 sided tube with closed ends is in 3ds Max 10 poly’s (eight 4-vertex rectangles and two 8-vertex poly’s). This will end up as a 28 poly LOD.
Also each moving part will have it’s own set of dof’s/switches emanating from the root. And each switch or dof will count too in LE. -
Maybe good to know: when you export the 3ds to LOD all poly’s with more than three vertex’s will be reduced to/made into triangles. For example; a nice 8 sided tube with closed ends is in 3ds Max 10 poly’s (eight 4-vertex rectangles and two 8-vertex poly’s). This will end up as a 28 poly LOD.
Also each moving part will have it’s own set of dof’s/switches emanating from the root. And each switch or dof will count too in LE.Thanks Jan, very good to know.
I actually planned to triangulate the entire model before exporting to 3Ds, wouldn’t that solve that issue? The model is actually built with that in mind that eventually everything will be in triangles.
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Thanks Jan, very good to know.
I actually planned to triangulate the entire model before exporting to 3Ds, wouldn’t that solve that issue? The model is actually built with that in mind that eventually everything will be in triangles.
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Triangulating is beneficial if you want to have a better idea about the poly count the model will have in the end (if you have a poly limit for example). And I prefer to triangulate curved surfaces by hand so I am sure 4+ vertex poly’s are broken in the right way to avoid lighting issues.