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Posted
yeah; I know I'm going to be working on it this weekend! about the pluggins: I don't have max7 :( so I guess this is going to be for future sims or maybe Ed can release the pluggin for newer max programs

 

You only need plugins for exporting to .lom format. You can make complete model with any 3d software as long as you will be able to export it later to Max7, where you can transform file to .lom format.

Posted
Looks like a smoothing group problem and somewhat lacking polys, but hard to say that without seeing a wireframe

 

I'm still adding polygons to it so I'm going to keep working on getting the shape "right"; at first sight the aircraft airframe doesn't look complicated but it is; also the drawings I'm using have some small errors so it may not en up being 100% perfect depiction of the real jet; unless sukhoi releases corrected drawings.

Posted

Not sure about that, crow... maybe in some of the areas, but in others it seems like the smoothing errors are oddly spaced, even in areas that are relatively flat/easy to smooth. Says to me you just aren't being careful/even enough with the vertices, mikoyan. Make sure your cross-sections of vertices are accurate and smooth... don't try to fix the problem by throwing more polygons at it!

Posted

In other words I need to make sure all vertex are align? and evenly spaced? yesterday I managed to improve the top of the fuselage right after the cockpit; I'm going to keep working! it is a learning process!

I wonder if it easier to use simple elements like cylinders and attach them into the main body; like for example the engine covers on the top?

Posted

In some situations I find using the union feature with pro boolean helpful in those sorts of geometries mikoyan, but you've got to have a plan to clean it up and smooth out the joins.

 

Its not necessary or practical to have vertexes evenly spaced all the time, but I'd probably consider starting again (I do it from time to time) if its a bit messy and thinking about your approach. At the moment it looks like you're too high poly to turbosmooth and too high to just simply make some small adjustments, if you're looking to put this in a game that is. Is front to back then adding the wings the best way? Try and have a rough idea of the workflow you're going to pursue to minimise the over-manipulation of vertices.

 

Sometimes though, it just takes a $#@$load of tweaking ;)

[sIGPIC][/sIGPIC]

Posted

Everything should look smooth and even when viewed in wireframe, too.

 

Quick example... evenly spaced. (That's quite a few polygons, but I wanted the canopy particularly smooth.)

canopywire.png

  • 5 months later...
Posted
guys; I really need some help figuring out how to smooth the model; pointers would be appreciated.

 

I don't use max- I assume thats what you are using... The way I smooth parts of my models is select the edges that I want to be smooth then goto my normals controls and select soften edges- and if I want the edges hard I select harden edges-

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  • 3 months later...
Posted

i dont know nothing about 3d moddeling, but i found this 3d model of PAK FA. maybe this can help or this guy...

 

http://vimeo.com/30889105

Шта је човек ако изгуби домовину?

Ми пилоти морамо да полетимо и преузмемо

први и најјачи удар агресора како би спасили

бар једно дете у овој земљи.

Posted

in 3d max you can smooth your model in 2 ways. i see in the pics you model manually(this means with many polys that you arrange them yourself). in this case you can add the "smooth" modifier and after that check the "autosmooth" box, placed in the "smooth" menu.

Another way to make a smoother model is to add the modifier named "meshsmooth" and play with the itterations. it will add many polys by increasing the itteration number. i suggest you to set them at max value of 2. But you have to know that meshsmooth modelling is a little more complicated and you must see some tutorials for better understanding.

Posted
Or by more carefully placing polys instead of using modifiers.

 

yes but it still needs the autosmooth when finished. the "smooth" modifier is not a shape deforming modifier, so it is very useful.

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