Northorp F-5A
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So, I finaly decided to try what i learned through porting/editing etc. And finally make a model on my own. Its sleek its beautyfull and its flown for many countries,its silhouette is very well known and recognizable from miles so im giving you an easy task. everything 100% made from me… and if it finish it will 100% original.
What you gonna see below its a very basic start no details added or anything yet. I just started it today and just making a break now to go to sleep (FINALLY) cause im tired. All the progress is 2:30-3 hours of work and carefully manipulating the shape with the blueprint. (i dont know if it is right but i will see
Anyway
guess what it is…. Enjoy
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Oooohhhh… a true MiG-28!!!
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I scrapped what i made on the first screenies. and i made it completely differently. It seems a bit better now even though still too basic but thats how i have to start right? It might not be the right way to do it but i did it this way, The blueprint i have has cuts in sections that determinds the general shape of the fuselage so what i did is make section by section the fuselage and then connect the pieces together and this is what i got: I think its better. Please be gentle with me its the first time im trying to do something 100% original. Its completely different than just edit something or add details
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Hello Manos,
Congratulation for starting to do your own this F-5/T-38 (not sure from what I see).
I think you are doing good.
Nevertheless, I strongly advise you to export it after each phase of creation to check ingame how does it looks like. You might have some surprises, especially about smoothing. It is also a good way to keep motivation, seeing your progresses day after day, and
Also, it is a good way to avoid realizing in the end that some issues with the model, invisible in 3dsmax, will be tough to be soved with an unwrapped model.
Anyway, congratulation, Manos!
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Hello Manos,
Congratulation for starting to do your own this F-5/T-38 (not sure from what I see).
I think you are doing good.
Nevertheless, I strongly advise you to export it after each phase of creation to check ingame how does it looks like. You might have some surprises, especially about smoothing. It is also a good way to keep motivation, seeing your progresses day after day, and
Also, it is a good way to avoid realizing in the end that some issues with the model, invisible in 3dsmax, will be tough to be soved with an unwrapped model.
Anyway, congratulation, Manos!
Well its a very Basic F-5 now, And yes i do export it evry change i do to see it how it looks. Its sure in the very start so i still have a long way to go. As i need to fix many issues like open edges and welding vertices around and other stuff. I very determined and motivated to finish it and i hope it will fulfill my expectations. Thanks for your kind words Radium!
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Well its a very Basic F-5 now, And yes i do export it evry change i do to see it how it looks. Its sure in the very start so i still have a long way to go. As i need to fix many issues like open edges and welding vertices around and other stuff. I very determined and motivated to finish it and i hope it will fulfill my expectations. Thanks for your kind words Radium!
My pleasure!
One little detail,
I strongly encourage you to make all your symetry work before merging both halfs…
It sill avoid doing everything twice!
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Oooohhhh… a true MiG-28!!!
Agree, with its custom turbodiesel orginal engines! :lol:
With best regards,
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Nice work, Manos, thanks for sharing! But can it do a -4g negative inverted dive???
All the best, Uwe
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My pleasure!
One little detail,
I strongly encourage you to make all your symetry work before merging both halfs…
It sill avoid doing everything twice!
I didnt do any Symetry. its all made by section to section cuts of the blueprint maybe its a wrong way but im just anyway testing few things. I wish i could work in Solid Works would be much easier but if i do now i will forget everything i learned in 3ds Max. By the way its any simmilar action to do like in Solid works? I ve seen a video that hte guy made some splines from the cuts of each section and then with just 1-2 commands he had at the same time symetry and the fuselage almost ready, though i dont remember the actual video’s url to post it here, another solution wil be to get the splines from the cuts and make the fuselage face by face (create face) but this would be super time consuming and you never know if everything is gonna be right again. Therefore im searching many solutions and stuff might get useful to me such as commands and stuff and plugins that might help me. Anyway sort of used splines to make the general shape as it is now still needs work in many parts and i think the idea of symetry is essential after all and i just got another idea to try i wont tell i just trie it and if it doesnt work i will not do it easy
Thanks for the suggestions -
Yeap much better… I was about to bash you but I knew u would see the issues…
I still see issues but might be like Radium says… seeing it in game might be different. Also depends on rendering settings…
I mean the grayed to black areas…
Normals issue?I have some in my tank but I know and intentionally neglect them… :lol: I’ll win them… :rofl:
And the nose needs some smooth love… 3-4 hearts at least.
U have an issue with nose’s I have to say… A-7 now this…:lol:
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Pfff symmetry… :lol:
Real men modelers do it without symmetry… :rofl:Jokes aside… is a life - time saver… and most don’t use… I mean me for sure…
I used it in two cases and I was done way more quickly… but have to have it always in mind…
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Nice idea Manos.
I hope you work for T-38 model for falcon , with new flight dynamics and new cockpit design.
Turkish Air Force T-38M Talon 23719 23611 by Dirk Jan de Ridder, on Flickr -
There is indeed some potential issues, but I really don’t take them as issues as this is just beginning of something I expect great.
There is nothing more distressing to be said something when you know them already, and when you are trying to do your best to solve it.
This is why if I give some advises to Manos, I will not make any critics on the accomplishment, as I prefer to advise methods, and let people make their interpretation and realize by themselves their mistakes. I humbly do not want to appear like a lesson issuer.
I think, Manos, you are on the good path, please surprise us, and take your time but too much : long projects often lead to demotivation.
I suggest to make a good triangles quotation, not too much (I think around 20,000 triangles is good for a first model by yourself), make good shapes, while learning how to decrease your triangle budget.
I already hear people say : why 20,000? it’s possible to make 30,000 under BMS restrictions… I wouls simply answer : by experience, this kind of model can be done with 20,000 tris with a very nice final render.
If you don’t know it, Manos, I will explain you how to achieve render to texture / texture baking procedure, your model will then have a really nice looking.
I really look forward to see your progresses,
Radium
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I just did an experiment with my idea and it seems it works so im on it right now to make the best of it as i remember at least
Guys thanks all of you for the ideas! -
For encouragement!
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http://imgproc.airliners.net/photos/airliners/0/6/2/1396260.jpg?v=v40
For encouragement!
is this an E model with the refuelling probe of a C?
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The idea i had its even better i think tell me your opinion people. And yes now i used a lot symetry cause on way till here i found out nothing was 100% symetric
The idea i had is yes to keep the slices of the blueprint but attach to each slice a “plane” each slice had certain number of verts so was the plane’s subdivision etc. A litlle more time consuming but cause all the surface is one i think the result is way much better. The vertical Stabilator came also by extruding and moving the last segment of the fuselage so its way smoother on the joint and better
Cheers
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Looks nice.
Στάλθηκε από το MI 5 μου χρησιμοποιώντας Tapatalk