Modelling Organisation
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Hi all,
I would like to get involved in skins SQN, Anniversary and Custom, but need a tutorial on how to do it and software that is free to download that will enable me to create and hand over to BMS.I don’t know anything about this so would need help getting started can someone create a tutorial and make it a sticky for other members to get involved.
I have some good idea’s especially for those that love “Formation and Aerobatic Squads”, like myself.
**Regards,
TAGMAN**
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Long time no update, Dave mind bringing the list up2date? Consider my BMP1 put on halt right now… think i would have to remodel it from scratch
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If the list is brought up to date I’d be interested in seeing which models were still outstanding and I might lend a hand in getting some of the smaller stuff done.
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The list is up2date
Just pick something you want to model and Dave will put your name on the list asap.
If you picked something a WIP Thread would be great
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OK, well it’s been 3 years or so since I did anything serious in 3ds max so I’ll see how quickly I can pick it up again. Had a quick play tonight and doesn’t seem to have changed much over the years.
Any chance of getting a model of a vehicle created in 3ds max so I can examine the level of detail required? I just had a quick play around at creating a wheel and managed to get nearly 1000 faces :rolleyes:
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Better idea:
Pick a model, look out for reference pictures, examine what does make the vehicle or whatever recognizable (what’s the first thing coming to your eye when looking at the ref picture)
Then start modeling, first rough out the basic proportions with basic geometry… cubes, blocks spheres etc…
Create a WIP Thread and provide pictures there so me and the other guys already involved in modeling can give you a helping hand!
No reason to take a look at already existing models
Try to aim for an oveall Triangle count of 3000
If you got any more questions feel free to drop me a PM
OK, well it’s been 3 years or so since I did anything serious in 3ds max so I’ll see how quickly I can pick it up again. Had a quick play tonight and doesn’t seem to have changed much over the years.
Any chance of getting a model of a vehicle created in 3ds max so I can examine the level of detail required? I just had a quick play around at creating a wheel and managed to get nearly 1000 faces :rolleyes:
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Sure, sounds good. I’ve been looking at some of the vehicle models needed, they seem fairly basic geometry wise once you break them down into individual components. Curious to what the triangle count for the vehicles in the original game is.
I’ll probably get a model near completion before posting anything about it, mainly just to get my head back into 3ds max and make sure I’m committed to it.
Man, I played this game to death back when it was released. I play it now with this mod and can’t believe it’s the same game, a game that’s 14 years old. Props to everyone involved, an amazing accomplishment.
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Fair enough…
If you have questions regarding the topology etc or if you just need someone taking a look at your WIP send me a PM
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I’ve had a dig around but the shader files are all encoded.
Just wondering if we have access to a specular control map on the diffuse maps alpha channel for the main aircraft diffuse surfaces?
How about normal maps, any shaders that implement it or are you trying to avoid it due to the high texture loads from terrain already?
Where are 3D object material properties (specular strength, glossiness, texture reference etc) stored? Within the 3D object file?
I’d like to make some content for Falcon BMS, but I get this feeling you are optimising for the campaigns based in the 70s/80s and not so much the modern stuff? I liked the idea of a nice Eurofighter Typoon that is all.
Many thanks
Dave
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@Mr:
…I’d like to make some content for Falcon BMS, but I get this feeling you are optimising for the campaigns based in the 70s/80s and not so much the modern stuff? I liked the idea of a nice Eurofighter Typoon that is all.
Many thanks
Dave
Stock campaigns (KTO) are representing today’s hardware, if it’s available in the 3d database of course.
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Ah that’s cool then, thanks Moort.
So a Eurofighter Typhoon would be welcomed if I get one completed soon ish.
Would be nice to know some specs of what can and can’t be done so I can optimise things, probably mostly for the interior. I’ll set up a WIP thread once I get going then I can ask the relevant info at the relevant points
I’m also looking forward to tweaking the flight model. I guess this is where getting as much material as possible helps to make sure the virtual model apes the real thing where you have the material to make such checks!
Thanks
Dave
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The “of course part” is not so obvious, especially if you follow the “as close to real” as possbile idea.
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@Mr:
So a Eurofighter Typhoon would be welcomed if I get one completed soon ish.
Thanks
Dave
Hi Dave,
I am upto my neck in sick and nappies in RL atm…
So IF you are serious about this then you can have my WIP to finish -
Wow Naldo, that looks really great so far!
It is a shame you can’t finish it up.
My motivation lays in other directions too, primarily a nice high quality render version for video compositing or individual rendering. However with the tools/pipeline today it also makes sense to develop that same asset for real-time use… it’s also a little something for my personal portfolio as I’ve recently started freelancing and need a piece like this I think.
Thus using your model would defeat my own goals unfortunately…It does look really nice so far though… sooooo many buttons haha
Reference for the cockpit is my weak point right now but I’ll have to see how lucky I can get at Farnborough this year
Dave
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@Mr:
I’ve had a dig around but the shader files are all encoded.
Just wondering if we have access to a specular control map on the diffuse maps alpha channel for the main aircraft diffuse surfaces?
How about normal maps, any shaders that implement it or are you trying to avoid it due to the high texture loads from terrain already?
Where are 3D object material properties (specular strength, glossiness, texture reference etc) stored? Within the 3D object file?
I’d like to make some content for Falcon BMS, but I get this feeling you are optimising for the campaigns based in the 70s/80s and not so much the modern stuff? I liked the idea of a nice Eurofighter Typoon that is all.
Many thanks
Dave
None of those things you mention are controllable at the present time. There are no specular or normal maps.
Details about face count and textures are contained in the first post of this thread.
Regards
Dave -
None of those things you mention are controllable at the present time. There are no specular or normal maps.
Details about face count and textures are contained in the first post of this thread.
Regards
DaveI’m continuing to dig deeper with time but I guess I can just edit the shader to look for the rgb.a channel and multiply it by the specular to get the control I need.
I’m assuming then that ALL aircraft use the same basic shaders, and that shader implies all the properties of the material, so the specular intensity and glossiness values are hard coded.
I’ll have a play around any way. I can’t imagine it’ll be too hard to add. It’ll just add so much to everything in a great way!
Normal mapping isn’t essential any way. It’d be nice but considering good normal maps take so much effort to make to get full benefit from them it’s probably not worth it. Also, I’d have no idea where to begin to make them work
Currently struggling with Typhoon blueprints that don’t line up nicely haha. Oh for a 1:32 Revell model completed and painted in profile line livery
Dave
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hi
…and Bump mapping, it’s possible ???..
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Somebody has interest to build choppers? There are only these in the TacRef:
- AH-1 Huey Cobra
- AH-64A Apache
- AH-64D Longbow
- CH-46 Sea Knight
- CH-47 Chinook
- CH-53 Sea Stallion
- UH-1N Huey
- UH-60L Black Hawk
- MD-500D Defender
- OH-58D Kiowa
- Ka-50 Hokum
- Mi-24 Hind
- Mi-8/17 Hip
- Westland Lynx
- AH-66 Comanche
- A-109
- A-129
I built the AH-1 and AH-64 to SP/FF more than 6~7 years ago, but my work was lost.
Best regards.
Like that?