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Posted (edited)

Hey Modders,

 

so at first I wanna say that I dont know much about 3D modelling. I Experimented just out of fun with Cinema 4D, Sketchup and Solid Works a few years ago. Builded planes like the HE-162 out of testing purposes.

 

My plan is to add a new Chopper Model to DCSWorld 1.5/2.0 at first just as AI only and maybe when everything works well and I get all the skills needed Im going to make it as a FC3 style Mod. The Chopper I wanna build is the RAH66 Comanche because it was the heli of my first Simulation I played - Comanche Gold and its till now my Nbr one helo. Also I wanna get some experience in 3D modelling and modding in all cases so I think it would be a good one to start.

 

I wanna start in November this year till that i do some research regarding the RAH 66.

 

So what do you think with what should I get started? I already got some Blueprints from the web.

 

Till now i wanna do the 3D model with texturing and than move to the programing stuff when theres still enough spare time to finish that project.

 

Best Regards

Griffon26

Edited by Griffon26

[sIGPIC][/sIGPIC]

Never parachute into an area you've just bombed

You never have too much fuel, unless you burn.

  • 1 month later...
Posted (edited)

Here some pretty Wip pics

 

So after long time here some pretty, pretty WIP and basic pics of my first 3d Modelling attempt made in Blender. I worked on it a few hours till now spread over a couple of weeks.

 

I think that work is maximal the lowest Quality aviable and the mesh isnt optimal but its still my first try to get into 3d Modelling and maybe i give it another try with another "technique".

 

But see for yourself:

 

Some Render (I cant get the bumps at the air intake right):

 

blender-app2015-11-2218-09-17-.jpg

 

blender-app2015-11-2218-09-42-.jpg

 

 

The actual Grid:

 

blender-app2015-11-2218-12-46-.jpg

 

 

3 Side View:

 

blender-app2015-11-2218-13-14-.jpg

 

 

And the Cockpit. Ok I haven't really started yet :D

 

blender-app2015-11-2218-17-00-.jpg

 

I can handle any kind of criticism. Help and thoughts appreciate!

 

Maybe i post more pics of the progress when i think its good enough to be presented.

 

Regards

Griffon26

Edited by Griffon26

[sIGPIC][/sIGPIC]

Never parachute into an area you've just bombed

You never have too much fuel, unless you burn.

Posted

Hey bud. Start again with a cube. Extend it out the length of the fueslarge. And from the front and top view. Resize it to match. Swap from triangles to rectangles for your poly. Insert edge loops where ever you see a difference in height or width from these 3 different views. And resize to suit. With the intake your having problems with the new basic method will help you alot with that.

Posted (edited)
Hey bud. Start again with a cube. Extend it out the length of the fueslarge. And from the front and top view. Resize it to match. Swap from triangles to rectangles for your poly. Insert edge loops where ever you see a difference in height or width from these 3 different views. And resize to suit. With the intake your having problems with the new basic method will help you alot with that.

 

Hey Discus,

 

thank you for the Tipps :thumbup:

 

I started with a plate that I brought into shape and extruded that.

 

The next try will be out of an cube which will be formed as the fuselage with rectangles and smoother edges!

 

EDIT: Like this and subdivide it? Tomorrow Im going for another Blue Print aswell!

 

blender-app2015-11-2220-40-26-.jpg

 

Thank you again!

 

Regards

Griffon26

Edited by Griffon26

[sIGPIC][/sIGPIC]

Never parachute into an area you've just bombed

You never have too much fuel, unless you burn.

Posted

Don't worry about subdivision yet bud. No need. Put an edge loop through the center where the top of the helicopter and bottom taper into the center. And i can see you'll need 11 edge loops running down the fueslarge from the side view. Adjust to suit the profile. But looking better mate.

Posted

Alright thanks, i think i got it. Heres the result. I counted 12 Loops but im sure that doesnt makes any problems the more the better i can do the fuselage?

 

Here the pics. The Blueprints have a bad fault. The Top view has a bend that i couldnt fix with turning the image and so I cant align the vertexes that good and just by eye... Get a new before I start to modell properly.

 

blender-app2015-11-2421-23-56-.jpg

 

blender-app2015-11-2421-38-18-.jpg

 

blender-app2015-11-2421-38-53-.jpg

 

It looks kinda awkward if you ask me ;)

 

Regards

Griffon26

[sIGPIC][/sIGPIC]

Never parachute into an area you've just bombed

You never have too much fuel, unless you burn.

Posted

Doesnt look awkard at all. Great improvement. Spot on. Now if you lign the edge loop which runs through the middle of the model. And position it so that its in the center of your helicopter blueprint. And decrease the top and bottom vertice widths so that it gives the comanche shape :)

Posted

Haha yeah forgot the vertical edge loop ^^ gonna change that soon.

 

Thank you for your tips! I really appreciate that and it helps me alot.

 

regards

Griffon26

[sIGPIC][/sIGPIC]

Never parachute into an area you've just bombed

You never have too much fuel, unless you burn.

Posted
Anytime mate :). Keep posting your progress!

 

Of course! :thumbup:

 

Ok I got it now it looks with enough fantasy like a RAH66 :smartass:

 

Tomorrow I get new Blueprints and start from scratch. The current have a scale problem and you dont even need to look closely too see the fault.

 

blender-app2015-11-2522-29-02-.jpg

 

Regards

Griffon26

[sIGPIC][/sIGPIC]

Never parachute into an area you've just bombed

You never have too much fuel, unless you burn.

Posted
Heaps better mate. Well done. Look forward to your scratch built version

 

So here is it. Its really easier when you use rectangles instead of Triangles. The even number of vertexes makes it hmm? :smilewink:

 

The nose has currently a hole need to go to sleep :pilotfly: Im pretty sure the mesh has many mistakes and problems like the lines at the fantail and things I dont see but ill get rid of it!

 

blender-app2015-11-2622-55-45-.jpg

 

Slowly but steady i get it ;)

 

Btw is there a way to select the opposite vertex of the one u selected with one click?

 

EDIT: If you wanna see different angles and views pls tell me so you have a better overview.

 

Regards

Griffon26

[sIGPIC][/sIGPIC]

Never parachute into an area you've just bombed

You never have too much fuel, unless you burn.

Posted

Yeah mate use box select to select the vertex behind. Ensure backfacing is switched off or you'll still only grab the visible one. Just search and find the key to align verticies to clean up a few edge loops. But looking good. Could i have a close top and bottom view?

Posted

Made some Progress and cleaned the mesh like you said:

 

blender-app2015-11-2722-52-45-.jpg

 

Smoothed bottom view (Note: The small bulge at the center is already fixed but didnt get new pcs yet):

 

blender-app2015-11-2723-00-10-.jpg

 

Smoothed Above view:

 

blender-app2015-11-2723-00-46-.jpg

 

3view wireframe:

 

blender-app2015-11-2723-03-01-.jpg

 

Doesnt look that bad if you ask me :D With your Help its really easier :thumbup:

 

Regards

Griffon26

[sIGPIC][/sIGPIC]

Never parachute into an area you've just bombed

You never have too much fuel, unless you burn.

  • 2 weeks later...
Posted
Nice progress man. Does DCS allow models from Blender?

 

Thank you! :thumbup:

 

 

Not directly from Blender but you can create the 3D model in blender and convert it to an 3dsmax file and from that you can make the texturing and animation and save it as a from DCSW usable 3D File. But Im trying to get into 3D modelling so I use the freeware first.

 

I didnt made much progress because of the NTTR. Its so amazing!:joystick:

 

Regards

Griffon26

[sIGPIC][/sIGPIC]

Never parachute into an area you've just bombed

You never have too much fuel, unless you burn.

Posted

Great, thanks for the response.

 

For some reason I remember reading somewhere that Blender couldn't be used so this makes me happy for the future. I'm modeling with TF for CLoD so my focus is there but PM me if you have any questions with Blender. I started from scratch as well about 14 months ago and finished modeling my first aircraft about 4 months ago.

 

Keep it up, you are making great progress in a short time, it is cool to see. I understand about no time recently... NTTR is a lot of fun and drains time!

 

Cheers

Posted

Thank you very much! I appreciate that.

 

And I think that im going to need help regarding the fantail but ill pm when its time for it ;)

 

My biggest problem is that i dont know in which order i should modell that means first main rotor or gear, fantail, bay doors, etc :doh:

 

Some more small progress will be posted during next week i hope :D

 

Regards

Griffon26

[sIGPIC][/sIGPIC]

Never parachute into an area you've just bombed

You never have too much fuel, unless you burn.

Posted

More small progress:

 

Added the Gunpod, cleaned and tweaked the mesh a bit:

 

blender-app2015-12-0720-53-15-.jpg

 

blender-app2015-12-0720-54-17-.jpg

 

blender-app2015-12-0720-54-57-.jpg

 

blender-app2015-12-0720-55-42-.jpg

 

dwm2015-12-0720-55-12-75.jpg

 

Regards

Griffon26

[sIGPIC][/sIGPIC]

Never parachute into an area you've just bombed

You never have too much fuel, unless you burn.

Posted (edited)

Nice. You should start thinking 10 steps ahead at this point, more on that later.

 

As far as your question about what to model first, it really is up to you but you are starting good. My work flow is the large parts, fuselage, wings, etc, then the smaller parts but really I move around a lot.

 

When I get stuck or frustrated, either walk away and come back the next day or move on to another part. Don't be afraid to remodel things either, you'll start to learn tricks and different ways to model. I think I modeled certain parts of the aircraft I've done about 10 times.

 

Mess around with the subdivision surface modifier as well, I use this to get smoother things and once you are happy, you can apply them, then go back and get rid of unneeded polys without changing the overall appearance.

 

As far as looking ahead, where you are at is a good place to look ahead, is this AI or do you want it flyable, this will change certain things you do. Take for instance the canopy area, if you want it to be animated then you'll have to start thinking about how you'll cut this area out.

 

Anyways, your model looks great at this point and as far as I know DCS gives you a TON of polys to play with, so keep mess around with it. Right now it looks like you are less than 1000 tris. The less the better as long as the quality is there (for games) but DCS gives you a lot to work with.

 

One last thing, with that shape you will either have to mark sharps or apply an edge spilt modifier because you are going to end up with some odd shading issues with out them.

 

Cheers

Edited by ♠_Acoustic_♠

Posted

Thank you for the kind and helpfull words!

 

I thought about working on an AI Modell and than if it works correctly and i know some things about making an player controlled Cockpit (maybe just FC3 style) as a flyable one.

 

So if I get things right I need to seperate all parts of the modell that are going to be animated in any case. The Gunpod for example has a moveable part. Should I do that only with layers or a full seperating from all the other objects with cutting and making it independent?

 

I think the next step will be finishing the fuselage and add the baydoors, Gear, exhaust (maybe i try to modell the interior of that too), Air Intake, The canopy everything of course animation ready!

 

Im going to mess around with the shape and Render options like you said.

 

I always save the Blend file on special steps. Currently i have 4 versions (4 is actual) with more than 6 under points just in case something wents terribly wrong :D

 

Regards

Griffon26

[sIGPIC][/sIGPIC]

Never parachute into an area you've just bombed

You never have too much fuel, unless you burn.

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