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3 view drawings to 3dsmax


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hey, if im cutting out a top, side and front view of an aircraft do the dimensions have to be correct to the exact pixel?? for example i have blueprint of an f86 saber with all sorts of views so i picked a top, side and front view brought them into photoshop, selceted the outlines and cropped. but the pixel sizes were off on the width and heights up to 10 pixles. so ive spent the last hour and half trying to make the pixels exact for width and height for all 3 views and now im just pissed......is there a better way to do this?

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I dont know personally, but I would go to the library and pick up Photoshop for Dummies. Im not kidding, they have it at libraries. My first guess would be to use the hilighter and hilight the things you want to keep and use the wand to trim it, but it doesnt really work that way.

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it can be very hard to get different pictures in the same size, especially if they are not taken from the same distance with the zoom, which is virtually impossible. So I don't know any useful tips of how to set-up like a scale to make them the same dimensions. If you want to build a sabre I suggest you google for 3 view drawings instead.

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it can be very hard to get different pictures in the same size, especially if they are not taken from the same distance with the zoom, which is virtually impossible. So I don't know any useful tips of how to set-up like a scale to make them the same dimensions. If you want to build a sabre I suggest you google for 3 view drawings instead.

 

lol thats exactly what i am doing!!!

 

i cut that out for the side view

KF_1981_05_060.jpg

 

front view

KF_1981_05_062.jpg

 

top view

KF_1981_05_072.jpg

 

and when i cut them all out and crop to the selection my sizes are still different :(

 

i even tried a super simple version http://www.militaryfactory.com/aircraft/imgs_3view/f86f.jpg

and when i cut those out and cropped to the edges i was still off by a few pixels

 

im quite sure all my 3 view images have to have matching dimensions so the 2d planes i create in max to place them on can all have the same dimensions too

 

im sorry im just totally new to this 3 view stuff and creating things to scale


Edited by rogue_blade

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well for the out lines you may try out lining your drawings with a 1 pixel soft line do that for all three views and the resize them so they are all exactly the same size. then don't forget that most drawings are 1/72 and i am not sure but i think Lock on FC is in a 1/100 scale you might want to post over at http://www.lockon-models.com/ the site is still up and some of the best modelers hang out there. :thumbup:

https://www.shapeways.com/shops/a-10c-warthog-supplies

https://forum.dcs.world/topic/133818-deadmans-cockpit-base-plans/#comment-133824

CNCs and Laser engravers are great but they can't do squat with out a precise set of plans.

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ok well i just used the ruler tool to measure the widths and heights of the original blueprint file and the dimensions do not equal from one image to the next.....so i havnt been faulty with my cropping.

do modelers even use this 3 view method :doh::doh::doh:

 

edit: i posted over at lockon models but it seems like a ghost town haha

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If u have different sizes on the drawings, u can easily just scale that in 3dsmax. If the drawings u have is correct dimensions, but they have different scale, theres really no big problem. For the thickness of the lines, I use to pick the middle of the line, or the outside of the line. For an accurate 3d model, I highly recomend getting drawings of different sections of the fuselage, aswell as the wings, so u can get the correct shape.

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I would suggest these line drawing some of the best areound are on this site

http://www.airwar.ru/other/draw/f86.html

http://www.airwar.ru/other/draw/f86sabrkkf.html

https://www.shapeways.com/shops/a-10c-warthog-supplies

https://forum.dcs.world/topic/133818-deadmans-cockpit-base-plans/#comment-133824

CNCs and Laser engravers are great but they can't do squat with out a precise set of plans.

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What must be known :

-> Major blue-prints or line drawings are scanned form paper documents. This process cause ALWAYS alterations in shapes and angles.

-> Once you loaded your documents in photoshop, be sure the profiles are fully horizontal with the measure tool.

 

How I proceed to begin a 3D model :

-> I create a plane of the exact dimensions (length x wingspan) of the model. Ex : for the Gripen, a 8.40m x 14.10m plane.

-> The, I extrude two edges at the exact height (4.50m). This gave me a simple model with three planes. I unwrap, export as image, and fit exactly the blue-prints as the UV limits (shown here in red) :

gripen_UV_map_sample.jpg

 

Now, I've just to apply this texture in my 3D tool, and I can easily begin working !

 

3plan_view.jpg

 

Hope this will help. :)

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Nice Mod man

 

I take it this is the end result you are trying to get to. :thumbup:

All ready for the VFAT Heritage Flight.

 

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Question is; is it flyable..would be interest in using this in my Vietnam Series of Campaigns..to combat the Chinese Mig-21...can you make a Mig-17 I believe it was used in the Vietnam Ear Conflict..

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  • 3 weeks later...

can anyone tell me why it is that when i apply an image as a texture on a plane it comes out disgustingly pixelated :|

 

this one is fine......

unpixelated.jpg

 

 

but the one below is a blueprint i found which i think would be way nicer and simpler for the level of detail i need for my project but once i apply it in 3ds max....

pixelated.jpg

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Follow this tutorial

http://www.the-blueprints.com/index.php?tutorials/3dmax/

 

At the bottom it discusses driver settings to apply. Also it could be the image resolution you are working with. I generally covert all texture files used for reference to targas or PSD format rather than JPG.

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thanks that helped with getting the texture to go on the plane without all the pixelization. im now confused as to how you make a tight point such as the cone of the nose without ugly ridges in the model. it seems the More vertex points i add the more ridges i get when i thought it would smooth it out. how would you pro's go about making a point so smooth

 

nosmooth.jpg

 

i threw on turbo smooth to see how that would effect it...i know you dont actually use this for a model right? i just wanted to see...

 

smooth.jpg

 

edit: this nose is made with the cone shape tool....i was using the cylinder shape i know that's a more proper way to do it but using the cylinder and squishing the points into the point of the nose made it was even more ridgey than with the cone...


Edited by rogue_blade

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Did you use the slice tool to make more vertex points? If yes, that may be the answer to your question. When you are in editable mesh and use the slice tool, it will actually create like dubble the amount of vertexes then you really want. Maybe theres a way to fix it, but I know a way to work around it. Use editable poly instead. Then you have much more options to edit the polys, vertexes and the slice tool works properly.

 

Another sollution to your questin mught be the smoothing groups. If u used the extrude function, the smoothing groups would not be set for the extruded polygons. How to fix it? In your modifier panel, go to the bottom and you'll see a bunch of numbers. If u click on one of the smooth polys u'll see one of the numbers light up. Simply select all of the unsmooth polys and give them the same smoothing number.


Edited by OldCrow
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What Old Crow said :D

 

Editable Poly is much more robust in terms of how you can manipulate the vertexs/edges/polys

 

Smoothing groups are a very simple and effective way to smooth the model out. All faces associated with a particular group will be smoothed out. To create a hard edge between faces just change the the other face to a different group number.

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

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