Tu-95 3D Model
-
@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. -
The thing with doing a 3d model for high fidelity sims is that you cannot make it without details, it needs to be top of the line for most aircraft, especially player ones. So, making a tutorial is a big process, which will ofcourse help people getting into modelling planes, but for me, I didn’t have any tutorials, had to learn how to do it by myself.
-
@okayasugf especial the process of the implementation in the game. I didn’t find any tutor about the DOF or how we can integrate the model in game from scratch to finish.
-
@repvez The process of dofs is very easy, just requires a bit of thinking when doing it for landing gears and complicated moving parts. I learned a lot from @Spearhead ️ and @richionizor for dofs
-
@repvez
those PDF might help …
https://wiki.falcon-bms.com/en/tutorialsCheers,
LS -
@I-Hawk said in Tu-95 3D Model:
Blender exporter is coming…
It’s hard to decide that when I model something with subsurf, than what can be left for the game model and what topology is unnecessary and can be deleted. Would be good to check the modeling process in BMS too. So I really looking for this!
-
@hiuuz I don’t get what u r actually asking here.
as u mentioned the subsurf and unnecessary topology…
I believe the High-low poly workflow answers your question.
U don’t actually delete topology u just adjust the detail level.
The goal is to export a low poly to be used in the engine (Falcon BMS) and use a high poly model to bake details in to it to be used by Normals - and Ambient Occlusion and others.
How to do it depends, also depends on each modeler for the compromises to make.
Some go low to high (which I believe is the better way or fit’s my way) others go straight high and then go low.
Let me here say that with new BML models format I learned the hard way that not many LOD levels are needed as in the past where we had even 6 LOD’s now maybe 2 or 3 might be sufficient, depending on the actual model. The measure and decision point is defined with the gain you get by each LOD level. so if the difference is super low then there is no need to have more LOD levels.
The key point is to balance well on LOD0 and have it already low to your acceptable level.
The tris count defined by the team can also be a good guide to know where to aim.
On the high poly model you can go as crazy as you want or as much as your system can handle. It will not be in game and will be used only for maps baking.So there is no special BMS modelling process actually. What is specific for BMS are the helpers like DOF’s Switches SLOT’s etc that are needed in order to connect your model with functionalities needed for the Engine and animations to take place and make your model Alive in the engine. Because those parts need movement or to display or hide on specific occasions they must be separated and not one unbroken mesh in order to add those dofs switches etc… this is kinda the ugly part for a modeler but it’s the one part that makes the model alive in engine.
So if someone wants to start something having those things in mind he can start and when the blender exporter will be released the modeler will have to add those functionalities and start the final tests and checks in Falcon. -
@Arty said in Tu-95 3D Model:
@hiuuz I don’t get what u r actually asking here.
as u mentioned the subsurf and unnecessary topology…
I believe the High-low poly workflow answers your question.If we get Normal maps then High poly - Low poly workflow is clear. At the moment I don’t know how shading works in BMS. I mean smooth shading and hard edges. In Blender are few way to solve this, but I wonder how will the Blender - BMS exporter work. So let time and U4 answer this question for me.
-
@hiuuz well even without normals u could use this procedure. There isn’t only normals in the model and you could spice up your model texture even if it’s only albedo.
At the same time your model would be more ready for U4 and beyond. -
@hiuuz blender exporter has auto smoothing applied when it exports so dont worry about it, ill just recommend to finish your mesh for the time being