lele737 Posted October 24, 2014 Posted October 24, 2014 Hi all, my name is Raffaele and i came from Italy. This is my attempt to make a decent Phantom, it's in early stage and here are some render tests. :pilotfly:
john_X Posted October 24, 2014 Posted October 24, 2014 Hi, very nice looking and pretty accurate. Try to add more polys on the round areas to get it smoother, it'll look better.
Lizzard Posted October 24, 2014 Posted October 24, 2014 Very nice! Godspeed with this one!:) My Specs: I don`t care..it is a Computer..a black one..
flanker1 Posted October 24, 2014 Posted October 24, 2014 welcome and well done! keep up the good work!
lele737 Posted October 24, 2014 Author Posted October 24, 2014 thank you for the nice replies, for the low poly i planned to add a turbosmooth and in case make some correction to the uw map. Just an example for the air intake
Revan Posted October 25, 2014 Posted October 25, 2014 Nice job so far, but what is that green thing sticking out from the wing? I cant recall ever seeing that on a Phantom. (but what do I know?) DCS: F-4E really needs to be a thing!!!!!! Aircraft: A-10C, Ka-50, UH-1H, MiG-21, F-15C, Su-27, MiG-29, A-10A, Su-25, Su-25T, TF-51
Spanker79 Posted October 25, 2014 Posted October 25, 2014 Nice job so far, but what is that green thing sticking out from the wing? I cant recall ever seeing that on a Phantom. (but what do I know?) It was in the earlier versions of some F-4.It had something to do with the lock of the enemy plane,but i can't recall how it was named.It was used in combination with the old HUds (when they had only the piper,and not as we know them today,like the HUD of the F-86 and Mig-21 for example) The phantoms that had them were called F-4 SRA. *i served 8 years as a crew chief at F-4E:thumbup::thumbup::thumbup::thumbup: ◈ Lock-On Greece / DCS World Greece http://lockon-greece.forumotion.net/ 1st Hellinic Virtual Squadron for Flaming Cliffs & DCS World ~ Flying since 2008 ~
zaelu Posted October 25, 2014 Posted October 25, 2014 Very nice so far. What time it took to get from scratch to this point? [sIGPIC][/sIGPIC] I5 4670k, 32GB, GTX 1070, Thrustmaster TFRP, G940 Throttle extremely modded with Bodnar 0836X and Bu0836A, Warthog Joystick with F-18 grip, Oculus Rift S - Almost all is made from gifts from friends, the most expensive parts at least
john_X Posted October 25, 2014 Posted October 25, 2014 thank you for the nice replies, for the low poly i planned to add a turbosmooth and in case make some correction to the uw map. Just an example for the air intake Well, i'm glad there's another person here(excepting me) who's using turbosmooth. My technique is to add the unwrapp uvw modifier after the turbosmooth, therefore i have a problem in managing the polygon selection. I tried to add the turbosmooth modifier after unwrapp too but it deformed it. How do you correct those deformations easily?
FoxHoundELite Posted October 25, 2014 Posted October 25, 2014 now we can have something to shoot down some Migs hehehe Feel the Rush of Superior Air Power [sIGPIC][/sIGPIC]
lele737 Posted October 25, 2014 Author Posted October 25, 2014 Hi all, from my knowledge abut the F4 the cylinder that came out from the right wing leading edge is the TISEO, a optical sensor like the AGM65 Maverik head sensor. A enhanced camera that help for the target acquisition. I see this device on the USAF F4E. The earlier Phantom device is positioned under the nose cone and was an IRST that pick uo the infra red signal. So the model here is not correct because the german F4E does't have this device, i will remove it :music_whistling: The time the this baby has required until now is about 2 months, i spent a lot for the panel line and still are no perfect :doh:
lele737 Posted October 25, 2014 Author Posted October 25, 2014 for john_X The turbosmooth is quite a beast. To avoid deformation i use some control edge on the shape that help to keep an unaltered form. In case of some distortion i retouch the uw template.
Aginor Posted October 25, 2014 Posted October 25, 2014 Looks like a good start! DCSW weapons cheat sheet speed cheat sheet
Agg Posted October 25, 2014 Posted October 25, 2014 Looks very good so far, Ill be keeping an eye on this project :)
joey45 Posted October 25, 2014 Posted October 25, 2014 Don't use turbosmooth. It will deform and double or maybe tripple the poly count.. The only way to make sense out of change is to plunge into it, move with it, and join the dance. "Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.." https://ko-fi.com/joey45
borchi_2b Posted October 25, 2014 Posted October 25, 2014 turbosmooth does not double or tripple the count, nope they quadrify, which means, each poly is cut into 4 new polygons. thats how turbosmooth subdivides the geometry. and you can use turbosmooth, as soon you know what you are doing and know exactly what it does to your mesh. if you know what it does, you know what to do ! you can alo use subdevision in you editable polygon sidebar, but what you have to do is, like with turbosmooth too, you have to make it an editable poly in the end to keep the mesh smoothed for the game with such an high ammount, IF needed, cause the engine does not know the stacks you make. i hope this helped you a bit. there are even a few other tricks you can use for modelling a plane for dcs, but i guess i figured them allready :-) http://www.polychop-sims.com
john_X Posted October 27, 2014 Posted October 27, 2014 meshsmooth and turbosmooth are pro modifiers, only one that controls these two modifiers can say he can model, picking and scaling vertex is not enough. the real masterpieces are born with meshsmooth or turbosmooth.
lele737 Posted October 28, 2014 Author Posted October 28, 2014 Hi all, i'm very busy on this project! Great for the sounds, but for me the difficulties on the way are a lot:( For now a little update for the cockpit. 1
Gaanalma Posted October 30, 2014 Posted October 30, 2014 Congrats Raffaele! I miei complimenti! [sIGPIC][/sIGPIC] www.36stormovirtuale.net
borchi_2b Posted October 30, 2014 Posted October 30, 2014 @john_x: yes thats true to some extend. what you need and is more mendatory then knowing how turbo and co work, is an eye for detail and understanding of forms and functions. i have seen good guys do bad models, cause they lack of the eye :-), like right now. I am reworking a cockpit, cause the guys who started, lacked of the eye for detail and form. so well, thats how the cocky crumbles and it is not enough to just take the blueprints or layouts of a cockpit and start modelling. @lele: well you start looks good so far. not perfect but good. i would suggest, if you really want to succeed with the f4, to finish the external first and then go for the cockpit, cause then you have a good startingpoint for your cockpit. i visited a museum yesterday and had the possibility to take a very very close look at a cockpit of the phantom. try to get very good references, cause i figured yesterday, what that cockpit really feels like looking at a real one and you get good impressions on wehat the positions and forms really are http://www.polychop-sims.com
Ninja1959 Posted October 30, 2014 Posted October 30, 2014 That model is like being great, congratulations :thumbup: [sIGPIC] [/sIGPIC]
lele737 Posted October 31, 2014 Author Posted October 31, 2014 Hi all, another little update, the instruments layout is still an experiment, in my mind i want make an F4-F version, some panels are from the Royal Navy (FGR1/2) variant. I'm looking for a good photo reference, please if some one has a good and very clear panel pic for the -F variant would be appreciated. Bye bye
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