Tu-95 3D Model
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I barely can name myself as a 3D guy, but has some basic modeling knowledge for 3D printing. I found today the recent Tu-95 model a bit outdated. Maybe it’s still from the original F4? Lets see. Maybe I can come up with something useful. No promises, I’m just trying myself
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@hiuuz best of luck!
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@okayasugf Thanks! I just don’t know how high can I go with vertex numbers. Is there a standard at the moment?
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Hello,
it depends of the type of model.
Let’s say :
- Frontline fighter aircraft : 120k
- Transport aircraft : 140k
- Helicopter : 60k
- Major warship : 130k
- Secundary warship : 70k
This is no law, but rather what we experience.
Radium
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Let me ask this way:
How many you think you need?The new code and format of BMS models (Named BML) can handle much much higher poly models than older versions. So let’s say talking about a bomber the size of the TU-95. Feel free to make it high poly. Also, if you are into modeling, soon 4.37 U4 will come with PBR abilities, so we are also supporting PBR mapping (All info will come when the U4 will be released).
Still, before you are progressing too much, let us know here how much you evaluate that you will need.
Cheers!
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@okayasugf @Radium Thank you! 140.000 of verticies are a bit more than I thought, so I can let my hand going free (keeping that number in my mind)
@I-Hawk At the moment I’m thinking about the 3D mesh only, make it as an OBJ. Moving parts are separate objects, making a proper UV map, but at the moment I can make only that. I played with textures few years ago in my other hobby project, but nothing professional. So I will start this, maybe this will be a dead end, but learning is the main goal of this. Later when U4 and PBR information will come up I will see that this can be going further or I will start again and make a better one
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@hiuuz cool dude! If you need some paint give a call!
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If ever you want my model, I give it to you… It was unfinished.
https://forum.falcon-bms.com/topic/21649/tupolev-tu-95ms/14
Radium
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After the third restart I feel I’m on track now
The shape of the nose and cockpit took a lot of time for me to finalize. -
After an other rework of the nose, but that was more of a learning progress.
I’m wonder about how shading in BMS works. If I use Blender shading for reference, will it work in BMS too? I mean eg. the connection of the fuselage and the wings. There is a technique when the wing runs into the fuselage and are separate meshes. I connected them but I run into some shading issues when big and small faces were next to each other. I spend lot of time to solve those issues. So, when in Blender looks acceptable, can I expect the same result in BMS too? Of course the MAX conversion is an other aspect of the workflow. -
Hello,
Nice progresses !
Maybe one day, we will demonstrate the capability to produce an aircraft for BMS on Blender !
Radium
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@Radium
Well. If I consider BMS is a free product. What about making the developement process also free?
But I know it is not what I decide. Programming resources a very valuable one and I guess we need them elsewhere. Otherwise we would have a Blender exporter already. -
@hiuuz said in Tu-95 3D Model:
@Radium
Well. If I consider BMS is a free product. What about making the developement process also free?
But I know it is not what I decide. Programming resources a very valuable one and I guess we need them elsewhere. Otherwise we would have a Blender exporter already.Blender exporter is coming…
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@hiuuz No, I mean… I never seen a quality 3D model of airplane out of Blender… Hope to see one one day !
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@Radium I assume you mean in BMS because the flight sim community is full of them…
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@Arty No, in general.
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@Radium Oh, I understand now. Maybe that is because professional modellers works as modellers in the first place and in the industry MAX is a standard so most of the professionals use it. Blender comes to foreground in the past few years and because it’s free, lot of newcomers picked it up with lack of 3D modeling knowledge, and lot of begginner quality work popped up because of this. This is a user aspect problem, not Blender related. I think an experienced modeller knowing Blender could make the same “game ready” quality as any other professionel 3D sofrware can do.
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well the community is full of blender models in flight sims. It’s just modelers don’t usually say or display how or where they done it…
here is an example of a guy saying that he made the final model in blender:
https://flightsim.to/file/67014/mir3c
also a hello:
https://xplanereviews.com/index.php?/forums/topic/4057-aircraft-review-cowansim-500e-by-cowansim/#comment-8381 -
@Radium
There is a pdf which is a very detail description about the modelling and texturing process for accurate modelling.
https://airplanes3d.net/wm-000_e.xml#excerpt2https://airplanes3d.wordpress.com/2022/02/05/original-sbd-dauntless-blueprints-ordinates/
and of course this forum have a few member whom are modelling aircraft very accurate and fast in blender and other softver.
https://www.military-meshes.com/forums/the old forum contain more VIP projects too.
https://www.military-meshes.com/forumvb/forumdisplay.php?4-Aviation-HangarIt doesn’t matter the softver itself . if somebody have a good technic and workflow for it there make perfect resolution from it. Like you in sketch up.
the question is that there is a support for implement in the game or need some conversation to do it and how difficult to transfer between them.