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  #1  
Old 02-03-2016, 07:21 AM
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Spudkopf Spudkopf is offline
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G'day Sita

SolidWorks apparently uses UV mapping, not UWV mapping, but in my line of work custom skinning is not a requirement so i know very little about doing this.

From my JWWIIF modding days I know that the 3d modelling is more or less the easy part, and that wrapping the skins over the objects can be a tedious and at times frustrating affair, not to mention a real hour eater.

My aim was just to see if i could create surface objects (not solids) in SW as a way to possibly help out by taking on some of the modelling load, I would still be expecting that the mapping and any assembly would be done outside of SW in the final software.

I'm happy to do experiments with solid works to see if it can be of any benefit as a 3d tool, to the modelling community, maybe if I had some kind of simple test subject as a project to evaluate its worth, again I'm happy to give it go.
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Old 02-03-2016, 09:52 AM
Sita Sita is offline
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here is the thing ...

you can made 3d model at 5 minutes ... but for us ... if we talking about 3d modeling for Il2 1946 it's only first step ... and most easest step ..

short note about work process

1. at first you made 3d model of object ... in max detalisation ( under humble Il2 limits)
aka Lod00
2. need made mapping for it ...
3. make skin ...
4. need made three more models ... Lod01 Lod02 Lod03 .... ( plus yLod00 and yLod01 for shadow and collision mesh )

and Lod01 Lod02 Lod03 makes from finished painted ( or good mapped at least)
Lod00 by simplifying the model without losing maping

in that light of that ... clean 3d model without skin(maping) its just first step ...
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Old 02-03-2016, 02:22 PM
Pursuivant Pursuivant is offline
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This source is somewhat incomplete, but gives you the basics of what's needed to model an IL2 plane.

http://www.smsp.org/il2/3d_modeling_bible/

The various IL2 modding sites will have more details.

I'm not sure what LoD models are needed for a 3D object, probably far less than for a plane since they're low-poly already.

These days, most 3D animation programs (Maya, 3DS Max, Blender) are pretty good about providing "unwrapping" functions allowing you to easily skin an object, although it is still time consuming and requires a fair bit of artistic skill to make a skin look right.

Animating the moving parts and properly setting up "hooks" for breaking parts and various effects (lights, smoke, fire) is also quite time consuming.

For planes and other objects with moving parts, I'd be more worried about how the animations translate from one program to another. From what I've read, often times animated parts don't transfer, or don't transfer properly, from one program to the next.

Ideally, an IL2 modder has access to 3DS Max, otherwise, all you can do is make the various models, and possibly skins, and then hand off your work to someone with 3DS Max for animation.

The good news is that if you're a student or associated with an educational institution, you can get a license for free:

http://www.autodesk.com/education/free-software/3ds-max

(FWIW, I've played around with all these programs, but my critical lack of artistic talent keeps me from making anything that doesn't look like it's made from Lego blocks.)
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Old 02-03-2016, 02:48 PM
Sita Sita is offline
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Quote:
Originally Posted by Pursuivant View Post
I'm not sure what LoD models are needed for a 3D object, probably far less than for a plane since they're low-poly already.
lods are a requirement of il2 engine ... and in most cases for lod01/02/03 used lod00 .... and it's not good ...
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Last edited by KG26_Alpha; 02-03-2016 at 07:45 PM.
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Old 02-03-2016, 08:09 PM
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Spudkopf Spudkopf is offline
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Pursuivant/Sita

As mentioned early on I'm fully aware from past experience that the 3d modelling of parts is more or less the easy bit, and that the real work lies in the assemblies, animation and textures, not to mention all the LOD work.

Initially I was talking more along the lines of assisting with with doing churn type work, small objects or knobs, buttons, levers, etc.

However, seeing as I have two students (my kids) at home, I may as well take a look at getting 3ds-Max (if the free license offer also applies to Australia) and have a play and see how far I get.

I've read through the modeling bible a few times now, usually managing to dissuade myself from taking it any further, with real life and time always being limiting factors, but what to loose giving it a go, lets see if I pick myself something small to do and then just see what happens.
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Old 02-04-2016, 10:01 AM
gaunt1 gaunt1 is offline
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For start, what about some cockpits for planes that do not need too much modifications?
Like Ju-88C6, Bf-110C4, B-25C,G,H
If I understand correctly, cockpits do not need complex lods, and separate mappings and skins.
And maybe later, (and if possible), finish He-177 missing gunner's positions?
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Old 02-05-2016, 05:25 AM
Pursuivant Pursuivant is offline
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Cockpit design is a mystery not discussed in the"Bible ". I have no idea what the polygon counts are or how you do animated gauges.

Also, lack of 3 view drawings for crew stations means you need really good artistic skills to get perspective right.

My ignorant guess is that it's the hardest part of modeling, even if Sita makes it look easy!

For a new modeler not working with 3DS Max my guess is that static ground objects, like buildings, are the easiest objects to contribute. DT members please correct me if I'm wrong.
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Old 02-06-2016, 02:28 AM
Pursuivant Pursuivant is offline
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Quote:
Originally Posted by Sita View Post
lods are a requirement of il2 engine ... and in most cases for lod01/02/03 used lod00 .... and it's not good ...
So, static objects need Lod00, Lod01, Lod02, Lod03 models.

Do they also need shadow model and "dead" Lod00, etc. meshes?

What are the recommended maximum polygon limits?

What are the size limits on skin textures?
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  #9  
Old 02-06-2016, 07:42 AM
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@Pursuivant,

Do you know this:
http://www.smsp.org/il2/3d_modeling_bible/index.html
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Old 02-06-2016, 09:24 AM
Pursuivant Pursuivant is offline
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The IL2 modeling bible has info on creating "surface objects" here:

http://www.smsp.org/il2/3d_modeling_...ceobjects.html

But, it's unofficial, and there is no information about designing buildings or similar objects - just vehicles. More info would be helpful.

I can't make airplanes, but I can do buildings - if I can figure out how to get the skins to look right.
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