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Posted
Hello all!!

 

Here is a model i have started to build.

Hope you will like it:)

very nice:thumbup::thumbup:

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Intel Core 2 Quad Q8200 @ 2.33GHz-4,00 GB Dual-Channel DDR2 @ 333MHz-ATI Radeon HD 4600 Series -saitek Χ45-Microsoft Windows 7 Ultimate 64-bit

 

"MINOAS11"

Posted

What is this for? DCS already has an Apache.

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Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted

Nice start on your model, but like GGTharos says, you are kind of trying to reinvent the wheel with this one... There is allready a pretty sweet Apache in DCS.

Posted

The UH-1Y can fly :D

 

For a quick summary check wiki page ... 4-bladed rotor, majorly upgraded engines, glass pit, FLIR ball, etc.

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Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted

Look a little harder and if you can't find them, maybe someone from ED can help, but no promises.

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Reminder: SAM = Speed Bump :D

I used to play flight sims like you, but then I took a slammer to the knee - Yoda

Posted

can you make The UH-1Y flyable :pilotfly:???? with clickable cocpit???? that will be greeeeat work:joystick::joystick:

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Intel Core 2 Quad Q8200 @ 2.33GHz-4,00 GB Dual-Channel DDR2 @ 333MHz-ATI Radeon HD 4600 Series -saitek Χ45-Microsoft Windows 7 Ultimate 64-bit

 

"MINOAS11"

Posted

Hi Linden, it's cool that you're willing to do some work for BS but would you mind if I offer you some advice? Judging by those early screens of your Apache model it appears you're trying to do too much too soon! What I mean is you should try and get the basic model completed with as few polygons as possible (500-1000 is a good number to start), concentrating on the proportions, the scale and the silhouette shape. When you have the whole helicopter modelled and looking accurate that is when you begin to add detail, breaking it into sections and so on. Try and keep the mesh as neat as possible with nice rings and loops and really focus on the inflation of surfaces as you work. This should eliminate those odd looking polygons and harsh edges you're seeing in some places and get the light to run smoothly across the bodywork. It can become quite tedious when you're adjusting individual vertices but for this reason it's best to get the shape and surfaces as accurate as possible while the model is still fairly low poly. That way it's easy to make changes whereas if you go straight to a high poly model and try to clean that up it's much harder to get a good result. The bevelled edges should be one of the last things you do. I hope this helps, good luck!

 

And while I'm here I'd be interested in improving some of the models is BS myself but I no very little about modding LOMAC. Can anyone tell me where to find and how to extract the 3d models? Can I use Modman? Any pointers and advice would be very welcome. :)

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Posted

Hello stagga,

I dont know how it is in BS, but I dont think its too different from Lock On. What you need to build models for lockon atleast is the 3d tools wich allows u to extract your model to the .lom format wich is the model format used by Lockon and Black Shark. You can pretty much complete the whole model work and skin work in 3dsmax without the 3d tools. Then when you want to prepare it for lockon, you want to make sure to animate in arguments (comes with the tools) and assign the different material properties (like canopy glass). The 3d tools for Black Shark havent been released yet (correct me if im wrong), so right now I dont think its possible to make a fully working model for Black Shark. Although I think making models for lockon would not be very different from making models for Black Shark, infact I think you will get much more possibillities with future 3d tools for Black Shark, although I can only reffer to posts made on this forum.

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