WIP: F-14 B/D
-
-
He’s ready ! He’s ready ! He’s ready ! Arrrrrrrrrrrrrrrrrrrrrgh I wanna this Tomcat…
It’s possible to see him textured ?
-
Awesome! I love it Stingray. I’m sure the polygon-pilots can’t wait to be seated in this beauty!
-
Awesome! I love it Stingray. I’m sure the polygon-pilots can’t wait for to be seated in this beauty!
Dude I have no clue how to model a human let alone a pilot [emoji23].
Either way when I rendered the model with the transparent canopy I too was thinking ‘Im gonna need some crew soon’.
Sent from my STV100-4 using Tapatalk
-
Dude I have no clue how to model a human let alone a pilot [emoji23].
Either way when I rendered the model with the transparent canopy I too was thinking ‘Im gonna need some crew soon’.
Sent from my STV100-4 using Tapatalk
Hehe, maybe Jan will be a help for you
-
Dude I have no clue how to model a human let alone a pilot.
Where is the difference to a F-14, Pete?
… I mean with regard to 3D modelling …… you see?
I’m sure you can do it !Cheers,
LS -
Damn that is sexy!!
…
!!!
-
Where is the difference to a F-14, Pete?
… I mean with regard to 3D modelling …… you see?
I’m sure you can do it !Cheers,http://i45.photobucket.com/albums/f82/lazystone/Smileys/hat_3.gif
LSOrganic vs mechanical for one
I’ll procrastinate on the crew for sure!
Sent from my STV100-4 using Tapatalk
-
Damn that is sexy!!
…
!!!
Thanks man glad you like it. I gotta say I keep learning Blender more and more, you really helped with your input in the beginning so kudos to you!
Funny lesson learned when you assign a transparent material to a surface it’s only transparent wrt to the object it’s assigned to. In the case of the pit once I separated it from the fuselage it became ‘invisible’.
Either way I keep being blown away by Blenders functionality even though it’s pretty inaccessible if you don’t know where to look.
Sent from my STV100-4 using Tapatalk
-
He’s ready ! He’s ready ! He’s ready ! Arrrrrrrrrrrrrrrrrrrrrgh I wanna this Tomcat…
It’s possible to see him textured ?
The textures are finished but not mapped yet. I’ll start doing that once the hard surface modeling is finished. Like on the stabs you can see an asymmetry in the rudders when you look closely in the renders.
I’ll post some texture work later :).
Sent from my STV100-4 using Tapatalk
-
Organic vs mechanical for one
Bla bla, … that difference is just in your mind.
With regard to 3D modelling we use tris and a texture,
and they don’t care if they are organic or mechanical or even bionic.Sent from my laptop using keyboard.
Cheers,
LS -
Front and back finished. The main consoles are now separate; just couldn’t find a way to integrate them properly without adding way too much unnecessary geometry. Lower left right RIO center console needs to be closed up but apart from that I’d say proportions, shape and measurements are now pretty close to RL.
I’ll now extrude and close up the windshield, finish the HUD assembly, align the canopy frame, add sticks and rejoin all objects - then it should be time for some renders :).
-
-
Wow!!
Looks amazing! Glad to hear from you again! Couldn’t wait to fly this baby. Still have finished the bodyshell work of my selfmade F-14A/B and F-14D grips and the F-14 throttle for my universal cockpit project. Only made this HOTAS for your bird! I love the F-14 since I’m a child. It was always my favorite fighter. Sadly it’s one of the fighters that rarely was the subject of a simulation. Only ones I know were Fleetdefender long long ago and Strike Fighters. Hope my pit is ready when your bird is ready for take off!
Cheers Viper
-
Dude I have no clue how to model a human let alone a pilot [emoji23].
Either way when I rendered the model with the transparent canopy I too was thinking ‘Im gonna need some crew soon’.
I know something about this.
Here’s how i set up for mirrored modeling, this might be the same way you do it. Start with a cube, then tab for edit, k for cut, z for cut through, then hold ctrl to bisect straight through across the X axis. Then I delete the vertexes on one side of the bisected cube, then add in the mirror modifier so that what you do to one side will happen on the other.
After I get that set up out of the way, it’s mostly k to cut lines and faces, which ups the vertex count, then move vertexes around until I get them in the right place. The only ones to move carefully are the ones right on the axis that you’re mirrored across, since if they get too far off the axis there will be a gap. Start with the body then e for extruding legs and arms. If you extrude anything along the mirrored line it will also generate a face on the inside of that line which you’ll have to delete at some point, or it will mess up the vertex normals a bit until you do.
Most of the modeling I’ve done has been low poly. With the poly-count that you’re going for the Subdivision Surface modifier will likely be the way to go. I’ve heard in a few places that, with SubSurf, you mostly want to build your mesh out of squares and try to keep the triangles to the minimum. Don’t worry if all the points on your squares don’t fall on the same plane, the squared mesh is just a control cage for the SubSurface mesh you’re building.
I’m pretty sure you got this dude! Go be better than me at modeling humanoids as well!!
-
Wow!!
Looks amazing! Glad to hear from you again! Couldn’t wait to fly this baby. Still have finished the bodyshell work of my selfmade F-14A/B and F-14D grips and the F-14 throttle for my universal cockpit project. Only made this HOTAS for your bird! I love the F-14 since I’m a child. It was always my favorite fighter. Sadly it’s one of the fighters that rarely was the subject of a simulation. Only ones I know were Fleetdefender long long ago and Strike Fighters. Hope my pit is ready when your bird is ready for take off!
Cheers Viper
Yeah there hasn’t been much dedicated to the 14. The Leatherneck guys are into some heavy coding and modeling with their DCS third party project. Probably the most work ever put into an F-14 representation. CFD simulation for the AIM54, modeling of all 67 flight and combat systems including the AWG9. They’re also pretty open when it comes to constructive criticism. The model itself is incredibly detailed but they say they keep the polycount in check by baking most of the parts.
Either way it is the A and B variant and it is in DCS, both things that I don’t like too much :).
Maybe we’ll have sth flyable in a combat setting, preferably with the dynamic Falcon campaign some time in the future. Even without the APG71 and dedicated avionics if we can get an optimized AFM, new model and pit and workable AA and AG deployment it should be reasonably realistic fun :).
Sent from my STV100-4 using Tapatalk
-
-
Front office closeup:
Full pit:
No seats:
I’ll post some closeups later, the way it stands now the only separate part is the RIO upper console. The entire front pit is one integrated part. It took the separation of the windshield to be able to accurately model the sidewalls and general shape of the pit from windshield front to pilot’s position. Canopy piercing seat edges had to be shortened. All consoles are now accurately reflected in terms of general outline. The windshield is now fully extruded and connected to the pit, additional instruments are attached to the windshield frame. All in all I’m quite happy with it pending some detail adjustments and the addition of the sticks and, at some point, the crew. Mirrors and other add on components still need some connecting geometry - won’t blow the poly count.
Excluding windshield and canopy it currently sits at around 1700 tris. Given the detail I’m ok with that. I’ll connect the RIO console to the pit itself that should save some geometry but I’ll never be able to go below 1500 tris :).
-
The seat-belts could do with a little more love, but…
WOW.
-
What about cockpit? Is there any plan who for it? Even without WIP cockpit of Mykinge flying with F-14 is not fun, or not even practical.