_Acoustic_ Posted December 8, 2015 Posted December 8, 2015 As far as separating things for animations yes, but I don't have much knowledge in that area. I'd say try to complete the external model first, then worry about animations. Someone with more know how may say different but that is my approach. Yes! Save and save some more. I think I have about 15 different file saves for the F4 at multiple stages of the build. As far as polys, like I said DCS seems to let you get away with a bunch of polys which is awesome, but don't let that make it seem like you have use all they give you, if you can have the same exact outcome with half the polys then go that route. Here are a couple screens of what I'm talking about: The first shot is of the wing at 3000+ tris. Once I was happy with the shape and smoothness, I start to delete what isn't needed, then attach/fill/link the remaining verts. Go slowly at this stage, because some deletes you make will change the look to the model so always check. The second shot was after about 30 minutes of deleting what wasn't needed, and it kept the same exact shape and look as the 3000+ tris but now is only 800 tris. It is a boring step but much needed if you want to save on your overall poly numbers.
borchi_2b Posted December 10, 2015 Posted December 10, 2015 (edited) Hi Griffon, the principals of 3d modelling stay the same in every software. So i recommend you to use a symmetry modifier on your plane body, cause then you only have to do half of the job. 2nd is, i personally hate box modelling i do prefer edge modelling. Maybe you take a short look at different ways of modelling. There are short tutorials of the principals out there. I hope this might help a bit falls du 'fragen hast, kannst auch direkt auf deutsch uns anschrieben. Comanche ;) ist interessant MfG Sven p.s..: she looks a bit like a seehorse Edited December 10, 2015 by borchi_2b http://www.polychop-sims.com
_Acoustic_ Posted December 10, 2015 Posted December 10, 2015 Yes, borchi brought up a good and obvious point, you should use what Blender calls the "mirror modifier," then you only have to worry about modeling one half of the model and any change you do to the mesh will mirror itself on the other side. :thumbup:
Griffon26 Posted December 10, 2015 Author Posted December 10, 2015 (edited) Hi Griffon, the principals of 3d modelling stay the same in every software. So i recommend you to use a symmetry modifier on your plane body, cause then you only have to do half of the job. 2nd is, i personally hate box modelling i do prefer edge modelling. Maybe you take a short look at different ways of modelling. There are short tutorials of the principals out there. I hope this might help a bit falls du 'fragen hast, kannst auch direkt auf deutsch uns anschrieben. Comanche ;) ist interessant MfG Sven p.s..: she looks a bit like a seehorse I used this kind of modifier it in the first version i posted. And regarding this I have a question. The fantail of the Comanche is sligthly twisted. A mirror Modificator would it duplicate. So should I need to divide the Fuselage into a front and Tail Part by using another Cube? About the ways to modell I found this Article: Common Modeling Techniques http://3d.about.com/od/3d-101-The-Basics/a/Introduction-To-3d-Modeling-Techniques.htm Box/Subdivision Modeling: What I did in version 4 and 3 :D Box modeling is a polygonal modeling technique in which the artist starts with a geometric primitive (cube, sphere, cylinder, etc.) and then refines its shape until the desired appearance is achieved. Box modelers often work in stages, starting with a low resolution mesh, refining the shape, and then sub-dividing the mesh to smooth out hard edges and add detail. The process of subdividing and refining is repeated until the mesh contains enough polygonal detail to properly convey the intended concept. Box modeling is probably the most common form of polygonal modeling, and is often used in conjunction with edge modeling techniques (which we'll discuss in just a moment). We explore the box/edge modeling process in greater detail here. Edge/Contour Modeling: Edge modeling is another polygonal technique, though fundamentally different from its box modeling counterpart. In edge modeling, rather than starting with a primitive shape and refining, the model is essentially built piece by piece by placing loops of polygonal faces along prominent contours, and then filling any gaps between them. This may sound needlessly complicated, but certain meshes are difficult to complete through box modeling alone, the human face being a good example. To properly model a face requires very strict management of edge flow and topology, and the precision afforded by contour modeling can be invaluable. Rather than trying shape a well defined eye socket from a solid polygonal cube (which is confusing and counter-intuitive), it's much easier to build an outline of the eye and then model the rest from there. Once the major landmarks (eyes, lips, browline, nose, jawline) are modeled, the rest tends to fall into place almost automatically. So Edge modelling means I Start with a plain. Form it to lets say the biggest part of my chopper. Than I just extrude it to another striking point and sice it again and that till the fuselage is finished. Is that correct? I think its time to start "RAH_66_Version_5.0" :pilotfly: :D I wont give up so that it becomes good enough for DCS! :joystick: Thanks to all! :thumbup: P.s wenn ich Fragen habe dann meld ich mich bei dir auf Deutsch ;D Edited December 10, 2015 by Griffon26 [sIGPIC][/sIGPIC] Never parachute into an area you've just bombed You never have too much fuel, unless you burn.
borchi_2b Posted December 24, 2015 Posted December 24, 2015 Ja du wirst den Heckrotor trennen müssen. Alles was nicht gespiegelt werden kann musst du dann als einzelstück anfertigen. Denke aber daran, dass die schnittpunkte passen müssen da man am ende alles wieder miteinander verheiratet. Und ja man zieht so die Form Stück für Stück. http://www.polychop-sims.com
Griffon26 Posted December 26, 2015 Author Posted December 26, 2015 Alles klar! Danke für die Antwort hoffentlich komme ich demnächst wieder mal zum Modellieren. :) hat sich leider nicht viel getan... [sIGPIC][/sIGPIC] Never parachute into an area you've just bombed You never have too much fuel, unless you burn.
gospadin Posted January 11, 2016 Posted January 11, 2016 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 Can you provide more detail on this process? I have some (simple) things I want to model, but as I am no longer a student, $1000+ for 3DS Max per year is beyond my budget. I am not interesting in pirating software either. My liveries, mods, and missions for DCS:World M-2000C English Cockpit | Extra Beacons Mod | Nav Kneeboard | Community A-4E
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