JAS-39 Gripen
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Nice one… And i did spot a mistake i have… though ill try to compare it with other photos as well… Maybe its country depended, im speaking for the small fins on the vertical fin… On my end this is some work i done today (nothing much and completely basic) just some basic stuff for the 3d models office… The hud holds to many tris/polys… i have to reduce it A LOT!
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And i did spot a mistake i have… though ill try to compare it with other photos as well… Maybe its country depended, im speaking for the small fins on the vertical fin…
https://image.ibb.co/iQ6Txw/Grip_Cockpit.jpgNot really a mistake. In general, JAS-39A/Bs do not have these fins at all. Most of JAS-39C/Ds left the factory with fins on the top rear part of the vertical stabilizer - just the way you have it and same as can be seen in the picture below. It is only C/D airframes from the late production runs which were fitted with the fins on the front lower part (in the picture from Raptor) from the very beginning - this is mainly the case for Thai, South African and some of Swedish C/Ds. A majority of Swedish and all Czech and Hungarian C/Ds entered service with the fins on the rear part of the vertical stab, but the fins were later moved to the front position as a result of modernisation and upgrades to individual airframes.
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Not really a mistake. In general, JAS-39A/Bs do not have these fins at all. Most of JAS-39C/Ds left the factory with fins on the top rear part of the vertical stabilizer - just the way you have it and same as can be seen in the picture below. It is only C/D airframes from the late production runs which were fitted with the fins on the front lower part (in the picture from Raptor) from the very beginning - this is mainly the case for Thai, South African and some of Swedish C/Ds. A majority of Swedish and all Czech and Hungarian C/Ds entered service with the fins on the rear part of the vertical stab, but the fins were later moved to the front position as a result of modernisation and upgrades to individual airframes.
http://www.airfighters.com/datas/photos/th650/2591-alex_915_gecko_a.jpg
Thanks for the info! That is what i thought also cause i ve seen many photos like Raptor shared and other like yours! But to get a “modern” and latest version i have to move them witch isn’t difficult at all! There’s other things more difficult to make in this model than that!
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Glad if this helped, Manos! Should you need more info or details regarding exterior, please let me know ;).
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Status update: I edited the fins on the vertical, changed the HUD and the afterburner can to less triangle ones and added the seat and the pilot (taken from the AUP) i need to edit the helmet a bit so it looks like the swedish ones a bit. Changing the things i said i gained aboout 1000 and something tris that made me use the pilot without optimizing it that much as i did in AUP. Current tri count around 14k… still low :).
Now i have to make the wheels or use Repvez ones and their wells as well but edit them of course to be a bit more accurate and maybe add some stuff,add the electronics behind the Ejection seat and the wall there also,the flap & aileron actuators as well as the pylons -
NG version has a GREAT cockpit…
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I wonder if one can break the screen with excess g’s.
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Some progress. Added Repvez’s wheels and refuelling probe, also cut the airbrakes and the wheel wells,also the pylons(need some fixes in the main ones or cut the intakes what you suggest?). Still need to add stick and throttle and the electronic boxes behind the ejection seat,Flaps/ailerons/slats and of course last but not least the afterburner. Current tri count 23570 and i calculate a rough estimate of 25k in the end. Im trying also to fix and edit minor mistakes here and there vertex by vertex or face by face and cut/edit/mirror small things that i might find in 1 side ok and other side wrong (i used the symmetry in the start but during the process some things got wrong by pure mistake of me). I think im in a good way But real life keeps holding me back cause of real work. I havent lost though my creative apetite its just as i said before that sometimes i dont feel like doing anything at all!
Enjoy :
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First of all many thanks to Radium for pointing out some issues mainly on the shape of the airplane witch i m fixing now. As you can see comparing to the photo in the background i try my best. Also searching the best photos out there (i think i found some to make it as good as possible. Work continues to my other projects as well but slowly RL work is too much right now and i hardly have an apetite to 3d model so i take my time and whenever i feel like i do it…
Enjoy :
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Ok ppl… I tried many stuff… I welded Vertices… i welded edges… i welded EVERYTHING (lol), Stl Check gives no errors. Still when i try to unwrap the fuselage i get the map u see below, in an area many many small pieces even just triangles… wny suggestion? I even tried to weld the maps… no joy… anyhelp or anyone willing to map it?
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Hello Manos,
From what I see, issue is that you are working too much on an automatic way.
When you unwrap an object of your aircraft you have to figure out :
- If this object is gonna be specifically textured (type 1)
- If object will simply receive an ambient occlusion treatment (type 2)
Type 1 means that you need a clean uvw, which can be understood by human.
Type 2 means that a simple flatten with minimum spacing will do. You will apply a base texture color, and texture backing will do the rest.If you are proceeding type 1, like fuselage, you will often have to unwrap polygon by polygon. It means that you will have to select by hand polygons that have the same horizontal / vertical aspect to unwrap them with a back/front - right/left normal mapping.
Unwrapping is a long process. If you do not prepare it properly, it will be a true nightmare to create texture for.
Be ready to spend much time on it.
Also, even I would have time to do it, I would not do it. Why?
- Unwrapping is extremely personnal. If I unwrap, you might not understand what I did.
- If I do it, you would not learn how to make it. I learned unwrapping starting by simple objects, like an house. Then, I moved to missiles and bombs. Then, one day, I did an aircraft. I am still so far to know everything about unwrapping.
- When you will make initial texture set, your unwrapping will evolve. When I do the first texture set, I always find mistakes I did. So, at the same time I make the first texture set, I adjust my uvw map.
- Unwrapping is somehow one of the most boring and hair tearing phase. Also, working on one model I haven’t created is not ok to me.
So, I think it’s time for you to suffer, to learn, experiment and succeed with your unwrapping. You are on that phase we all met!
Regards,
Radium
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Hello Manos,
From what I see, issue is that you are working too much on an automatic way.
When you unwrap an object of your aircraft you have to figure out :
- If this object is gonna be specifically textured (type 1)
- If object will simply receive an ambient occlusion treatment (type 2)
Type 1 means that you need a clean uvw, which can be understood by human.
Type 2 means that a simple flatten with minimum spacing will do. You will apply a base texture color, and texture backing will do the rest.If you are proceeding type 1, like fuselage, you will often have to unwrap polygon by polygon. It means that you will have to select by hand polygons that have the same horizontal / vertical aspect to unwrap them with a back/front - right/left normal mapping.
Unwrapping is a long process. If you do not prepare it properly, it will be a true nightmare to create texture for.
Be ready to spend much time on it.
Also, even I would time to do it, I would not do it. Why?
- Unwrapping is extremely personnal. If I unwrap, you might not understand what I did.
- If I do it, you would not learn how to make it. I learned unwrapping starting by simple objects, like an house. Then, I moved to missiles and bombs. Then, one day, I did an aircraft. I am still so far to know everything about unwrapping.
- Unwrapping is somehow one of the most boring and hair tearing phase. Also, working on one model I haven’t created is not ok to me.
So, I think it’s time for you to suffer, to learn, experiment and succeed with your unwrapping. You are on that phase we all met!
Regards,
Radium
As it seems you have right my friend… I did something simmilar to the first attempt of the F-5 also in the second cause i wanted very easy and not that complicated uvmapping as u suggested back then. But i had A LOT of free time to do it. I had almost 2-3 days off from real work and nothing really to do (no money to get out ) so i had more than 1 whole night and i was selecting as u said face by face the parts i wanted to be textured. The general idea worked but its not and still isnt flat so in complex camo also the panel lines and rivets in some points get distorted. So here i wanna do it flat is it gonna work with the way u said (selecting faces etc?) I wanted to make it like a box or something you know sides L/R and Upper and lower but anyway i will find the way as face by face it is time consuming and iritating sometimes but it worth it. Thanks for the advices…
Cheers
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In addition to Radiums good post, …
First of all make really sure your geometry is good,
no overlooked and needless single tris, etc.Next, the automatic unwrapping tools don’t do always a satisfying job
on complex geometry.
It’s the 3D modellers job to fix those parts.That’s why I unwrap my objects “manually” often.
Stack example:
Unwrap UVW
UVW Mapping
Poly SelectWith the Poly Select modifier and Poly subobject activated select
all polys you want to map.With the UVW Mapping modifier choose projection of mapping (cylindrical, planar, …)
Hint: a click on the UVW Mapping modifier in the stack results in a yellow
colored mapping “Gizmo”, which can be tranformed and rotated.With the Unwrap UVW modifier place, scale, mirror, etc. your mapping.
Hint: you can still try one of the auto mapping toys with the actually selected
polys.Repeat above stack example for other parts of your model.
Another methode to solve your problem is to use “detach, weld and stitch”
within your Unwrap UVW modifier.Cheers,
LS -
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So i had some time to start unwrapping as i have it in my mind at least to be. I started with automatic and then slowly selecting each automated piece of map i want to be in one area (upper and lower in this) and weld them together,this far is going well it will take some time but i think i will have this weekend enough to continue. I used also this letter/number test texture i found and it seems good the whole idea this far. We will see
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Just doing some tests to see the current mapping. Nothing final….
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…I like the “TEST”! Almost a keeper.
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…I like the “TEST”! Almost a keeper.
Just wanted to have a text so i can see how flat is the whole thing there hahahaha good one Stevie! When i will finish ill make one texture for u writing “TEST” maybe something like this:
Anyway i think im in a good way to map it… still long way to go and i have a long night in front of me
And a more “artistic” test :
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Just doing some tests to see the current mapping. Nothing final….
https://image.ibb.co/cX3Y9w/Gripen17.jpgI see you’ve started also to draw panel lines to prove your mapping.
IMHO, Go ahead and draw more panel lines.
If you find a problematc area, correct mapping.YOU have full control of mapping AND pixels !
Cheers,
LS