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#1
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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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Spud ![]() |
#2
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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? |
#3
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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. |
#4
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for example now we have long list of British hangars which will be use on new map ... also good training for modeler is ordnance ... bombs rockets and other .... but if someone want to make a pit for some unflyable at that moment plane in il2 ... it's always welcome ... for example for bomber pit limit for poly was some about 10k poly .... but not every time you can get in it ... for example Nac pit of Il4 is more ... some about 13500 or 14000 .... you can over limits ... but only if it is justified ... and no other way ... but again you must try hard to make it low less poly is better ... and few words about limts/requare ..... a lot of for that work ... for example ... every mesh must have names ... simple and logical ... there whole system for it .... needles have special name ... other mesh other name ... and more ... all meshes must reset x-form ... all static meshes must set at 0.0.0 coodrinate .... and other and other ..... all that needs to simplify life for person who will be make export for model ... those person are rare now .... i mean if you made model for il2 you must make it at 100% and be prepare to fix some thing ... because person which possibly will make export for it don't have a time to reworking it .... or fix it ...
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work hard, fly fast |
#5
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#6
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Buildings and ordnance is something I think I could give a go, once I get the software and have had a chance to take look at it, no promises mind you.
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Spud ![]() |
#7
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@ Sia, i have offered you guys my 3D skills long time ago, and send you even my reference work.
It`s up to you to move now ![]() |
#8
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really? when? some holes in my memory ... sorry ...
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work hard, fly fast |
#9
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Can create stuffs for Il2 using blender?
I'm just curious, because I'm student for web design and 3d modelling (a bit), but would like to know how to work for video game... |
#10
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neverthenless - all import in il2 is doing from 3d max ... i see two way... 1. work in 3d max ... 2. work in blender .. and in final stade imort model to 3d max and checked it there ...
__________________
work hard, fly fast |
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