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Posted

Hi guys,

 

Having complained and complained about the russian fighter/ground attack aircraft cockpits in FC3, I figured, why not try learning a bit of 3d modelling. I always wanted to learn it, but never actually went past the initial scare once I look at the interface. But I finally jumped in and started with some basic tutorials.

 

Right now, my abilities are very very limited, but I am trying to make something.

 

I would really appreciate any assistance in terms of tutorials on how to effectively model. Currently, I use primite shapes, boxes, cylinders and then use edit poly modifier and manually change each vertex. I tried the symmetry modifier and it doesn't work as it did in that video tutorial in 3ds max 2013.

 

This is what I achieved so far.

 

panel1.jpg

 

thanks,

 

V

WHISPR | Intel I7 5930K | Nvidia GTX980 4GB GDDR5 | 16GB DDR4 | Intel 730 series 512GB SSD | Thrustmaster WARTHOG | CH Pro Pedals | TrackIR4 pro |

|A-10C|BS2 |CA|P-51 MUSTANG|UH-1H HUEY|MI-8 MTV2 |FC3|F5E|M2000C|AJS-37|FW190|BF 109K|Mig21|A-10:SSC,EWC|L-39|NEVADA|

Posted

Nice start Witchking.

 

Funny thing is that your choice of a first item to tackle is exactly the same I started with :) .

 

As far as modelling techniques goes - rather than starting out with pre-made shapes(boxes, cylinders etc) and trying to modify those, I would suggest to use "line", "circle" etc to draw the outline of an object, learn to use vartex curves and then use "extrude" and "bevel" modifiers to make the objects 3D.

 

You will find that you can model practically anything in a cockpit with these few simple techniques.

JJ

Posted
Hi guys,

 

Having complained and complained about the russian fighter/ground attack aircraft cockpits in FC3, I figured, why not try learning a bit of 3d modelling. I always wanted to learn it, but never actually went past the initial scare once I look at the interface. But I finally jumped in and started with some basic tutorials.

 

 

The interface is scary and it took me years before I worked up the nerve to attack it.

 

I'm no expert but I did learn A LOT from CGtuts.

 

http://cg.tutsplus.com/category/tutorials/autodesk-3d-studio-max/

 

watch this first:

 

http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/3d_cg_vfx_modeling_autodesk_3dsmax_subdivision_smoothing/

 

Then do this tutorial by Chris Tate - he explains every thing he does so you won't be left wondering what did he just do, with what and how?

 

http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/model-a-high-poly-rpg-rocket-launcher-in-3ds-max-day-1/

ED have been taking my money since 1995. :P

Posted

Thanks guys.

 

Haha Alfa! Good point. I think its the most iconic panel of the russian aircraft. ;)

 

Btw...anyone have some good technical diagrams I can use for these cockpit instruments?

 

my initial plan is to try tackling the Su-25T cockpit. I would rather wait before trying the Su27 flanker as I am a perfectionist and want it to be just right. The Su25T will be the guinea pig.

WHISPR | Intel I7 5930K | Nvidia GTX980 4GB GDDR5 | 16GB DDR4 | Intel 730 series 512GB SSD | Thrustmaster WARTHOG | CH Pro Pedals | TrackIR4 pro |

|A-10C|BS2 |CA|P-51 MUSTANG|UH-1H HUEY|MI-8 MTV2 |FC3|F5E|M2000C|AJS-37|FW190|BF 109K|Mig21|A-10:SSC,EWC|L-39|NEVADA|

Posted
Thanks guys.

 

Haha Alfa! Good point. I think its the most iconic panel of the russian aircraft. ;)

 

The first of many... ;) . But its something you really want to get just right - considering its positon.

 

Btw...anyone have some good technical diagrams I can use for these cockpit instruments?

 

I doubt you will be able to find any - I think you will find that when modelling a cockpit, you will spend most of the time searching for photos/starring at them than the actual modelling :) .

 

my initial plan is to try tackling the Su-25T cockpit. I would rather wait before trying the Su27 flanker as I am a perfectionist and want it to be just right. The Su25T will be the guinea pig.

 

I don't think the Su-25T cockpit will be any easier to model though.

JJ

Posted

Geez! Thanks guys. Happy to see all the help. I will re-start the panel from scratch. :) A new and improved version. ;)

WHISPR | Intel I7 5930K | Nvidia GTX980 4GB GDDR5 | 16GB DDR4 | Intel 730 series 512GB SSD | Thrustmaster WARTHOG | CH Pro Pedals | TrackIR4 pro |

|A-10C|BS2 |CA|P-51 MUSTANG|UH-1H HUEY|MI-8 MTV2 |FC3|F5E|M2000C|AJS-37|FW190|BF 109K|Mig21|A-10:SSC,EWC|L-39|NEVADA|

Posted

Before you start it’s wise to set the max scene project for the game you are working on, such as units and model heading, perhaps that’s in the wiki.

I once created a model for LOMAC then turned and rescaled to work in FSX I added wing flex etc and leaned that it could go either way prior to animation not to mention that the temporary use of animation for creation of geometry is a tool.

I know the human being and fish can coexist peacefully.

Posted

Makes sense. But how to I set the "scene" for the game?

WHISPR | Intel I7 5930K | Nvidia GTX980 4GB GDDR5 | 16GB DDR4 | Intel 730 series 512GB SSD | Thrustmaster WARTHOG | CH Pro Pedals | TrackIR4 pro |

|A-10C|BS2 |CA|P-51 MUSTANG|UH-1H HUEY|MI-8 MTV2 |FC3|F5E|M2000C|AJS-37|FW190|BF 109K|Mig21|A-10:SSC,EWC|L-39|NEVADA|

Posted

Not sure what monotwix is talking about, but I think he means setting the world scale to 1 unit =1m in max(for correct in-game scale) and orient the model correctly - in your case so that the front of the cockpit is facing to the right in the top viewport.

JJ

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