Falcon BMS Forum
    • Categories
    • Unread
    • Recent
    • Popular
    • Website
    • Wiki
    • Discord
    • Contact
    • Register
    • Login
    1. Home
    2. Radium
    Offline
    • Profile
    • Following 1
    • Followers 32
    • Topics 69
    • Posts 3,404
    • Groups 1

    Radium

    @Radium

    11.8k
    Reputation
    1.2k
    Profile views
    3.4k
    Posts
    32
    Followers
    1
    Following
    Joined
    Last Online
    Location Noctys, Vascilia Country, UCM

    Radium Unfollow Follow
    BMS Extended Testers

    Best posts made by Radium

    • Grumman F-14A block 75/95/110/135

      66cff3a2-e41e-43f0-af31-890d35f146a9-image.png

      Hello Gentleman,

      Just to let you know that while I’m hardworking on my KF-21 Boramae (that should be finished circa January 2024), I am happy to announce that my next project will be… F-14A !

      I know many people love the Tomcat. Honestly, I neither dislike it, nor am fan of it. Nevertheless, after Mitsubishi F-1, KF-21, I thought it was nice to make a common fighter aircraft.

      • About F-14B we will probably delete it , in favor or F-14A late block (135) assuming that all F-14B became F-14D and none of them were as capable as late F-14A.
      • About F-14D, maybe later !

      and D, nothing sure for now. It will depends on my motivation, but nothing is impossible !

      Please understand that I will not make every possible Squadron.

      For now, I aim for :

      • F-14A block 75 USN VFA-84
      • F-14A block 75 USN VFA-32
      • F-14A block 75 USN VFA-124
      • F-14A block 110 USN VFA-74
      • F-14A block 110 USN VFA-213 Iceman & Top Gun Special
      • F-14A block 135 USN VF-211
      • F-14A block 95 Imperial Iranian Air Force desert
      • F-14A block 95 Islamic Republic of Iran Air Force blue
      • F-14AM Islamic Republic of Iran Air Force desert

      And…

      Stay tuned,

      Radium


      Credits :

      • Radium : Project owner
      • Digle : DB and integration
      • Topolo : flight model support (OFM+AFM)
      • Mav_JP : Documentation support + AFM support + Code support
      • Okayasugf : Technical support, unwrapping support, good ideas finder and greatest supporter
      • Max Waldorf : Integration support
      • Molnibalage : Documentation support
      • Sierra : blocks technical specs support
      • JollyFE : Ground support equipment support
      • the_tr00per : Ground support equipment support
      • SOBO-87 : Kind support and documentation
      • Migbuster : Kind support and documentation
      posted in 3D Models
      RadiumR
      Radium
    • RE: Grumman F-14A block 75/95/110/135

      Hello everyone !

      Merry Christmas to you all !

      As a Christmas present… I have somethine for you all !

      4ac11b76-4ac8-43b1-a0ba-69d4ee08262f-image.png

      It’s been two weeks I am heavily working on this high resolution model… Many things are still in progress and unfinished, but it’s good enough to be published today !

      This model is a tribute and a gift firstly to @Mav-jp .

      Merry Christmas,

      Radium

      posted in 3D Models
      RadiumR
      Radium
    • RE: Grumman F-14A block 75/95/110/135

      Hello,

      it’s been quite a time I haven’t updated this thread.

      So, a little bit big update for today :

      alt text

      alt text

      alt text

      For the first time, project parts are almost all there. So, we almost have a Tomcat.

      This project is exhausting because I try to put a very high level of details.

      As I already said it, this is by far the most complex project I have ever done as a 3D artist.

      I will soon weld both halves (what you see is still a symetry job), and do everything disymetric (tails, refuel probe, removal of gun stuff… Everything…

      Will be less braincell demanding, but it will be a little bit long.

      This is a nice project, and I take pleasure with it, but you can’t imagine how hard it is and how many hours I spend on it.

      Radium

      posted in 3D Models
      RadiumR
      Radium
    • RE: Grumman F-14A block 75/95/110/135

      Hi !

      Today is a big day !

      F-14A 3D mesh is now completed !

      alt text

      alt text

      alt text

      alt text

      alt text

      alt text

      alt text

      alt text

      I am so happy !

      I may do some adjustements later (as always…) All blocks are included in this model.

      The only parts are pilot/WSO models.

      Now… Long and painful unwrapping phase to come.

      Radium

      posted in 3D Models
      RadiumR
      Radium
    • RE: 4.37 Screenshots

      Hello !

      @Digle and I are very happy to present you Falcon BMS 4.38 upcoming Su-30SM2 🙂

      alt text

      alt text

      We also included a full PBR reworked payload suite.

      Here, on the screenshots :

      • L-175V Khibiny-U ECM pods
      • R-77-1 F3 A/A missiles
      • Kh-38MT antiship missiles
      • KAB1500Kr laser guided bomb
      • T-220 TGP
      • R-77-1 F3 A/A missiles mounted on 2x2 centerline racks
      • APK-9 datalink pod
      • Kh-59M air to surface missile

      A full racks/pylon rework was also done, to have something top notch !

      We hope that you will enjoy this new redfor asset !

      Radium and Digle

      posted in Screenshots & Videos
      RadiumR
      Radium
    • RE: Grumman F-14A block 75/95/110/135

      Hello,

      It’s been a while I haven’t made any update… For a very good reason : I was really hardworking on our Tomcat.

      Then, I completed wings :

      7240288c-a898-4cf2-981b-d9d0a998dc81-image.png

      6aacd71e-789d-4f4a-8121-0121b65a310e-image.png

      c37705be-9909-4d1b-8f69-60c452cb42bc-image.png

      As you can see, a lot of details were added. I want our F-14A to reach the best level.

      Stay tuned !

      Radium

      posted in 3D Models
      RadiumR
      Radium
    • RE: 4.37 Screenshots

      2db58a3a-3b76-4035-9b55-108b2d06f0bf-image.png

      alt text

      c11cd0c4-5e80-4b0b-b84c-ab3e86b29059-image.png

      alt text

      2397d8da-b30d-4847-b8e2-d02aa8a5c6d0-image.png

      ca5a8c85-966b-42d0-9b0b-cd5eaabf8ac8-image.png

      Soon on your computers, with much more liveries !

      Radium

      posted in Screenshots & Videos
      RadiumR
      Radium
    • Antonov An-22

      52f933ac-c0ae-4148-b139-0b67e0bba1bb-image.png

      Hello!

      I am happy to present a little surprise project: Antonov An-22!

      I noticed that we didn’t have a lot of soviet airlifters in our DB, so, I decided to make this one for you all!

      This model may be used for personal entertainment and can be redistributed in your BMS theaters. Please don’t forget to credit my work in this case. Any kind of non BMS use is forbidden!

      P.S. This model is not an endorsement of Russian policy with the war in Ukraine. It’s a simple 3D model created for Entertainment.

      Cheers,

      Radium


      Credits :

      Radium : Project owner
      Topolo : Flight model

      posted in 3D Models
      RadiumR
      Radium
    • RE: 4.37 Screenshots

      Hello !

      KF-21 is now a reality in BMS !

      e48a9e68-1d88-4431-82e6-1572a912052a-image.png

      f921eaca-3887-4d79-a3c4-f6c1494aa9ea-image.png

      13d41b1d-3bcc-41e5-8ab6-a8ddb54e2a4b-image.png

      0b737f59-adc7-4d22-b242-c018d6333f52-image.png

      Radium

      posted in Screenshots & Videos
      RadiumR
      Radium
    • Modelling for BMS ? Is it that hard ?

      Hello,

      I would like to write something, because I receive a lot of remarks from many sources, regarding modelling for Falcon BMS.

      First, thanks to all who made modding for BMS possible, and allow us to integrate models in Falcon BMS pretty easily.

      First of all, I would like to recall some basics. A 3D model is composed by :

      • A 3D mesh
      • An unwrapping
      • A texture
      • Optional PBR assets
      • Animations.

      Often, I hear that “BMS Team does not provides sufficient SDK to create models”. Beside that, creating a 3D mesh, unwrapping it and doing a non PBR texture (diffuse or albedo, whatever you name it) can be done without any form of BMS support.

      For animations, except cockpits and aircraft models (which are the most complex assets to create for BMS), most of them are super easy to be use. They can be discovered by self education (what I did), or from @lazystone excellent tutorial.. Ok, it’s for 3dsMax, but Blender is not so different, as DOF and Switch concepts remain the same. That being said, Blender exporter is still unfinished, so, non animated models are much likely to be finely completed for now (there is lots to redo in our DB). And even if you want to animate some parts of it… We can take care of it for you. @okayasugf and I created some joint 3DSMax / Blender workflows that are already operational. My Su-30 series already contain some.

      It’s to be remembered that testing, experimenting, is always the best way to master a concept. Active 3D modelers that actually release models mostly learned everything by themselves. This was also the key of their motivation, because after time investment, you want to create and get ROI perspectives. 3D modeling is an art. Art needs time. We just can’t just hold people’s mouse to do the job. Active modelers spent hours and hours to experiment, redo, fail, redo etc, this is the necessary reality.

      For integration, this is another story. That being said :

      • If you wish to add something new, this is a bit tricky, but the team is here to integrate any model that is relevant for KTO DB. I know it’s the same for ITO and Balkan, and it was done in the past.
      • If you wish to replace an existing model, this is extremely easy, as all models folders are located in Data\TerrData\Objects\Models directory, and we are here to help you to do the job.

      So, I wonder why we always receive these remarks, that seem to accuse BMS devs to be the sole responsible of the lack of 3D modelers and achieved projects.

      As always : if you want to contribute to BMS dev, please, onegaishimasu, s’il vous plaît, por favor, bitte, bud laska, spasiba, bevakasha, do not start by a complex cockpit or a complex model like a brand new E/A-18G, and consider something simple, humble, like a missile, a ship, a bomb, or a vehicle… You will not necessary need PBR, do will not requires animations most of the time for simple ones, and you will gain a great experience.

      Honestly, I promise that if someone does a KTO relevant model with a good quality, with just a mesh and a simple texture, I will push for a quick integration if you agree it. That would be so great.

      For what’s next, everything will come in time. Please, do not be afraid by 3D modeling. But be courageous !

      Radium

      posted in 3D Models
      RadiumR
      Radium

    Latest posts made by Radium

    • RE: Grumman F-14A block 75/95/110/135

      Hello,

      No progress for some days, as I have some real life issues to take care of. Do not expect much news soon-soon 😧

      Regards,

      Radium

      posted in 3D Models
      RadiumR
      Radium
    • RE: Modelling for BMS ? Is it that hard ?

      @Arty Well thanks for the relative comparison, that being said…

      I agree that some people may do things easier. That being said, it doesn’t withdraw the fact that experience is the key

      My first models were really pity… Everything enhanced with time.

      I started 3D in 2011… At this time what I did was so terrible. Now is a bit better !

      Radium

      posted in 3D Models
      RadiumR
      Radium
    • RE: Reworking the A10 cockpit

      Hello,

      congratulation for your project.

      My biggest fear is lack of motivation with time, with such project.

      I would say : do not work to fast too quickly. Usually, people suffer of this pain quickly.

      By my side for example, I haven’t touched my Tomcat for some days, because need a little break, to keep the motivation on the duration.

      3D design for BMS and any other game is no way a print, it’s a marathon !

      Radium

      posted in 3D Models
      RadiumR
      Radium
    • RE: Modelling for BMS ? Is it that hard ?

      @Arty I would say, it’s not so much a talent thing… More an experience point. I spent countless, countless hours to make it. During COVID era, I did dev for months, like 14 hours a day (was living alone)… Did a countless number of models.

      What also worked well was Teamspeak and later discord vocal talks. Even if people don’t deal with the same topics, it helped me a lot to gain infos, to learn apparently useless stuff but that may be later useful.

      Radium

      posted in 3D Models
      RadiumR
      Radium
    • RE: Modelling for BMS ? Is it that hard ?

      @javelindaddy Are you working on Blender or on 3DSMax ? (I suggest you to create a new thread to go on this discussion !)

      posted in 3D Models
      RadiumR
      Radium
    • RE: Modelling for BMS ? Is it that hard ?

      @javelindaddy Hi !

      In fact, BMS uses ARMW concept. It’s pretty much the same… Ambiant occlusion, Roughness, Metalness, Wetness.

      We could give it a try. Your EF111 is really beautiful !

      How many triangles ?

      Radium

      posted in 3D Models
      RadiumR
      Radium
    • RE: Modelling for BMS ? Is it that hard ?

      @javelindaddy usually, we use .dds files (dxt1, 3 or 5).

      I just gave you one reputation, so you can post now !

      It shall however be hosted somewhere else (like Imgur).

      posted in 3D Models
      RadiumR
      Radium
    • RE: Modelling for BMS ? Is it that hard ?

      @MOPCKOE_DNISHE So true… You totally got the point. Doing a brand new AGM-45 would be a great first project, perfect to learn : no complex curves, just simple 3D. Even texturing would be simple, and we could help @repvez to do a step by step Substance Painter guidance.

      posted in 3D Models
      RadiumR
      Radium
    • RE: Modelling for BMS ? Is it that hard ?

      @repvez

      If you are an independence modeller and don’t know about BMS, but somebody told you to make a model. what can you do? where can you find the information and the necessary tools ?

      Self education, tests, tests, tests, R&D etc… All the rest is on this forum, especially on Waveydave thread I mentionned before

      And if you are a beginner modeller, who try to find a way how to make a good model, but you can’t see any workflow to it to see which is the better for him/herself , maybe something mix . only see a wip static pics.

      Well, if you are a beginner modeller, you start by something simple. For workflows, it’s up to you to build yours. We all did that.

      Yes on the YT there is plenty of video of medeling, but did you find any high detailed accurate jet fighter modeller video for game? I only saw low poly inaccurate ones and very high poly static models not for game.

      Sure, nobody will tell you this. To make a fighter aircraft, you need a solid 3D experience and aerospace technologies knowledge. You can’t just come and say : "Hi I’m Radium, I like trains but fighter planes are cool. I never did a 3D model, but I want to do know a Su-34, high poly, high fidelity, PBR, full animated in one month. Most of us learned 3D for years before being able to do this (in more than one month). I guess, you want to overpass learning steps. This is my assumption. First simple, second complex. Even trained modeler can fail a model. This happened to anyone.

      For blueprints, lol, this is a forever talk. An example ? F-22 :

      alt text

      Almost perfect, on 2 minutes search. Perfect way to start.

      alt text.

      Need a closer view ? Here you go :

      alt text

      You have everything to start.

      You want JAS-39C ? Here you go :

      alt text

      For the side. For the front ?

      alt text

      One more great view found in 1 minute. And at least, this is 100% accurate.

      We can debate a lot, but the keys for a good 3D model are :

      • Motivation
      • daring
      • Time
      • Endurance
      • Testing.

      Radium

      posted in 3D Models
      RadiumR
      Radium
    • RE: Modelling for BMS ? Is it that hard ?

      Hello,

      I was sure that you would come here, therefore, I will then answer it subject by subject.

      Since the BMS era always emerge this topic but since then never find te comprehensive topic or manual about the criteria of the models.

      Well, this is unecessary. None active 3D modelers ever needed it. As long as you get some interest about a certain 3D software and make some test and self education, there is no complexity.

      there are lot of style of the modelling workflow. and some of them not suit for the game or make the life difficult.

      None of active 3D modelers use the same workflow. @Manos1981 , @lazystone , @okayasugf and others all have different workflows with different softwares. Workflow doesn’t matters, as long as the result is kept within given contraints. Which constraints ? They are here !

      Also it can be allow to create a common file share place to use them . like the ejection seats , weapons , wheels, engine nozzle, textures. they are provide more standardized look for the game . I mean the afterburner flame texture , light texture etc…

      No way. We don’t want our sources to be spread everywhere, and be used even for non Falcon applications. Because models remain owner’s and BMS property, it shall remain protected.

      texturing , and unwrapping:
      It is not sure if somebody can make a 3d model then they can use the unwrap and after that texture.

      Yeah, sure. But this is not the responability of BMS team. This is a general knowledge. If you can’t unwrap, better do some self-education than starting a complex model. This may start from there for Blender


      And there for 3DSMax
      (you are lucky, this is an official channel).

      There is a certain basic level to reach before being a modeler. Guess what ? I never followed a tutorial to learn unwrapping. I just get to uvw tab of 3dsmax and unwrapped a simple R77 model for a static aircraft, like a little modified cylinder and wings. But everything comes step by step. It’s like being a fighter pilot : you start with small prop aircraft and then fly a Rafale of a Tornado. 3D is same. Simple first, complex after. This trend of starting with complex stuff like a F/A-18E or a Mig-23 is just conterproductive : you will get bored, depressed, lack of motivation and will never finish anything.

      Beside that, if you can’t do texturing , that’s gonna be a problem. Maybe it’s not the time yet to start a 3D model, because no one will do the texture job for you, most of the time. Therefore, start to learn Photoshop, Fireworks or Gimp… They are the best candidates for this task. This will however take time. Paris wasn’t built in a day.

      There can be share what are the key values to look all model the same standard. Such as the panel lines . their width and deep value on the displace or bump map .

      This is step 85,632. First there is no such thing as “key value”, and we all have our styles. All the modelers quoted above have a different working styles. What counts is "how does it looks good for the eyes. For bump map, if you are already capable to make a 3D model, unwrap it and texture it, this is already great. For the rest, it’s always a “how does it looks good for the eyes”. For bump maps, there is various ways to get it. I use one method, some use another one… Everyone does like he or she wants, as long as it looks good to the eyes (and, as always, you need to experiment, test and re-test, because all models are different). With that said, be ready to export your model and check it ingame sometimes 100 times before getting a proper results. All 3D modelers are facing this kind of issue. This can’t be avoided, because all models (and real life represented material) are different, as already said several times.

      Materials. there are the pType List but there are no information about the usage. example the cockpit glass. the F16 glass look excellent but the rest of the older model are not the same. why?

      There can also use a common values of the materials , such as the glass, rubber, chrome parts. Make the look more same standard.

      These are two topics. First is a BML v1 topic, second is a BML v2 topic.

      For BML v1, easy, all is within @WaveyDave’s excellent post : https://forum.falcon-bms.com/topic/74/3ds-max-exporters-for-bms. There is a nice PDF document that tells all (Public/Falcon Tools/Exporter/Surface ptype settings) Of course this only works for 3Dsmax. You can just play with opacity and diffuse color level in 3DSMAX. Nothing more.

      For BML v2 (the only possiblity for Blender), just… Create your materials. @okayasugf did a wonderful job with our Sukhoi Su-17/22. Beside that… Just create ! There is a magic with 3D which is creation. Do not wait people to guide you ! All modelers, I repeat, all modeler use different workflows and standards. for example, there is almost nothing in common between @lazystone’s workflow and mine. We still achieve models and integrate them. This is again a false problem. Dare, try and enjoy !

      Animation
      The DOF . I never saw a complex modell how can dof, how can set up the motion limits. which dof can we use which part . how can we link together . there are the dof numbers, but without the knowledge to use they are meaning nothing.

      As for the rest : test (I will never tell it enough, we all work like that). I remember, the first time I implemented a DOF, I just placed one, and experimented within OGLLOD with it. Not with a complex model, just simple cubes. We all do proofs of concept and R&D because all models are different and have different requirements.

      Game integration
      Which program can we use and how? how can we link together the different 3d parts to be one in the game.

      As long as you created your BML… Just test it by replacing another model. I remember, I started my models by replacing roughly F-16 RNLAF by by stuff. Then I experimentated with it, and in the end, it worked quickly. For something cleaner, it will always be through theater makers or BMS team.

      Again, stop this workflow logic. this doesn’t exist here. We are all different, we all have different workflows. Just create a BML with the exporter, place it in the parent folder you desire, and test it ingame.

      To end, 3D modeling is like coding : this needs training, self education and a sense of daring. You can’t learn this in 3 days, this is not possible and not even desirable.

      There is everything needed in this forum to make a model. Maybe not on Blender, because this 3D program is still not fully officially supported by BMS. One day, with God’s will…

      For example, your Gripen. BMS rules are :

      • Up to 500K triangles for LOD0
      • 1 or 2 8K textures - Albedo, ARMW, Emission will be reduced to 4K for public - - release, Normals can stay 8K
      • Draw calls - No more than 500 for the LOD0

      Just do your Gripen within this constraint, and post your WIP pictures on this forum. People will tell you when something looks odd. that being said, you can do everything my yourself, by testing things, day after day with ingame tests. When something is not well understood, just do as I did : check F-16 models. They are perfect, because this is a F-16 sim. As long as you stupidly copy and paste what you see on BML viewer, it’s gonna be perfect. This is what I did I remember when I started (on OGLLOD) Any doubt ? Copy F-16. period. And it worked and you will understand the principle of the functionality (ARS door in my case).

      About testing, and R&D, something to show you :

      I did this (this is nothing final, and I will even redo everything from scratch in term of DOFing, because this was just roughly done), just to check how I will animate ly nozzles, and potential model issue (there is). This is what all modelers do : proof of concept, raw tests, just to check : “how will I do this”.

      Radium

      posted in 3D Models
      RadiumR
      Radium