Author Topic: B-24D 3dsmax  (Read 4315 times)

Offline GScholz

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« Reply #45 on: April 18, 2004, 12:49:46 PM »
I made this 3d model of a SAAB Safari trainer (test bed aircraft for a UAV sensor pod) for use with the Norwegian CODS battlefield command and control system. Low poly count and no cockpit doesn't make it very pretty, but it is supposed to be used alongside thousands of other "units" in the battlefield display system.




http://www.lencods.com/Downloads/CODSMovieDivX.zip

Norwegian Battle Lab and Experimentation (NOBLE) got the US Network Centric Warfare Award for this system, and your Homland Security guys are using it now.
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Offline Lazerus

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« Reply #46 on: April 18, 2004, 02:38:58 PM »
Quote
-as a strict matter of professionalism it is good practice to keep all complex artwork such as 3d modelling in house to maintain
uniformity and quality intact.


I would guess this is closer to the truth, but it's just a guess. They probably don't want to open a can of worms.

The pics you posted look pretty nice, keep up the good work and keep us informed as it progresses.

Offline Citabria

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« Reply #47 on: April 18, 2004, 02:48:07 PM »
they also said they would never allow skins f6bomber.

things change.
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Offline hitech

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« Reply #48 on: April 18, 2004, 03:36:13 PM »
The level of dificulty between producing a finished 3d game model and a skin is night and day. It's not that I don't belive that there are not any players capable, but just puting the spec's required is a significant undertaking.

When ever we have thought about it, we have come to the conlusion that it would take just as much time trying to use someone else model vs building it ourselfs.


So it is none of your above for your resones cit.

HiTech

Offline SKurj

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« Reply #49 on: April 18, 2004, 07:26:43 PM »
This has been stated over at Oleg's as well.

If the model isn't on par right from the start,(and every step of the way)  it could take as long, or longer to fix it than it would be for the inhouse guys to make one from scratch.

Not that I know what I am talking about.. I am just spewing what I have read.

Nice work though Cit, wish I had the patience to try my hand at modelling.


SKurj

Offline Citabria

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« Reply #50 on: April 18, 2004, 10:54:07 PM »
rgr ht

would be a great challenge to try it but i understand.
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Offline Citabria

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« Reply #51 on: April 19, 2004, 04:23:17 AM »
still im having a blast making these things :)

I'm giving the pb4y privateer a go for the il2 pacific add on, they have a b24 already finished but no one started working on the privateer yet

« Last Edit: April 19, 2004, 04:37:19 AM by Citabria »
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Offline Pei

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« Reply #52 on: April 19, 2004, 05:39:25 AM »
Good luck Cit, I'd love to see a Privateer in a game!

Offline ergRTC

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« Reply #53 on: April 19, 2004, 11:07:17 AM »
fester, I would do a knock up job, and send it as a christmas present to htc.  Some people send fruit cakes that are older than air warrior, so I cant imagine this could be much worse.

Then in some fit of bribe induced drunken boredom maybe htc will just give it a shot and see how hard it would be to use donated models.  

It couldnt hurt.   much.

Offline Sabre

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« Reply #54 on: April 19, 2004, 02:09:59 PM »
Nice start, Cit.  I've been using 3DMax for about 6 months now, creating models for a game project currently under construction, and know how much work goes into these things.  At some point, I might be looking for some volunteer help...if you're interested.  I know also the amount of time and effort involved in taking an imported file format into a modeling program and cleaning it up.  I started with Milkshape3D for my early efforts, before moving to Max.  I spent hours cleaning up the mesh (pun intended).  Then of course there's the skinning (can take almost as long, if not longer than the 3D model).  Have you worked with Chiliskinner?  It's a Max script that aids in the generating of mapping coordinates, and in creating a base bitmap of the flattened/unfolded model.  That base map is then "painted" in an art program like The Gimp or photoshop, then loaded back into Max as a texture map, with all the mapping coordinates exactly laid over the base map.  Great little utility.
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Offline soda72

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« Reply #55 on: April 19, 2004, 02:24:41 PM »
model looks good cit,

To bad it's not easy for HT to plug in new 3D models for Aces High.  Having a large selection of planes to fly would make the CT theater and the Special Events arenas much more interesting.  I don't think MA would get much use out of additional planes sets since most tend to fly certain types of planes anyway.

HT,
Did your team look into writing exporters for 3ds max?

Offline F1Bomber

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« Reply #56 on: April 19, 2004, 06:29:04 PM »
I love the old saying.

No matter how well you build your 3D model, if it has watermelon textures its going to look chit. But if you build a baisc 3D model, and the textures are GREAT! then the 3D model blends into the background.

Though its one of the statements i found somewere on the internet giving a tutorial over how to build 3D models for games.

Offline Citabria

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« Reply #57 on: April 19, 2004, 09:57:55 PM »
just trying to get the proportions right and the wireframe done first. can't start texturing till thats complete.

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Offline Citabria

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« Reply #58 on: April 19, 2004, 10:56:32 PM »
Quote
Originally posted by Sabre
Nice start, Cit.  I've been using 3DMax for about 6 months now, creating models for a game project currently under construction, and know how much work goes into these things.  At some point, I might be looking for some volunteer help...if you're interested.  I know also the amount of time and effort involved in taking an imported file format into a modeling program and cleaning it up.  I started with Milkshape3D for my early efforts, before moving to Max.  I spent hours cleaning up the mesh (pun intended).  Then of course there's the skinning (can take almost as long, if not longer than the 3D model).  Have you worked with Chiliskinner?  It's a Max script that aids in the generating of mapping coordinates, and in creating a base bitmap of the flattened/unfolded model.  That base map is then "painted" in an art program like The Gimp or photoshop, then loaded back into Max as a texture map, with all the mapping coordinates exactly laid over the base map.  Great little utility.


heh sabre ive only had 3dsmax for 10 days and have no real 3d modelling experience prior to that. the liberator started out as practice and it has become an extended practice session lol. it has been helpful for me learning utilities of the program as i need them and in the case of this plane im reading the reference section and tutorials as i plug along, when i find somthing that i am sure theres a better way to make, i read more of the turotials and reference sections and no doubt they have already thought of the better way and off i go using the new stuff i learned making the model a better way.

when the 3d mesh is finished the next part of 3dsmax I will play with will be the material editor. ive read about UVW mappign but not done any yet so it will be a new learning experience.
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Offline Sabre

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« Reply #59 on: April 20, 2004, 07:55:43 AM »
10 days? Wow!  I had done some 3D modelling before, and still I struggled with the steep learning curve of 3DMax.  I'm impressed if you managed to get that much done starting from minimal experience.  I haven't done much with spline's, prefering to start with some of the primitives and molding/extruding/etc them.  Use of boolean operations is also very helpful to get create shapes with complex geometries that meld into one another.  Let me know if I can be of any assistance.  I'm no expert with the program, but I've got the basics down.
Sabre
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