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Blender modelled BE2e


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#1 Maeran

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Posted 28 November 2012 - 09:21:29 AM

I've been learning to use blender for about a year now. This is my latest work which I hope you'll like.

Any criticism is welcome. As is praise (well you never do know).

Does anyone have a good reference for the control wires for the BE2e? As far as I can tell, they run down the inside of the wings to the ailerons, relying on that strut for leverage. I can't be certain from the drawings and photos I've found though.


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#2 Andy73

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Posted 30 November 2012 - 10:40:05 AM

Great Job! :biggrin:

#3 hairyspin

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Posted 02 December 2012 - 02:09:14 PM

Tidy model! :clapping: I especially like the undercurved wings. One thing about the prop - the retaining disk was recessed into the prop boss and had 8 bolts and nuts holding the prop on. See this from Vintage Aviator for the mounting, and this of a BE2c showing the disk in place - the same mount was apparently used up to the BE2f.

Do you intend getting the model into the sim, or is it for other purposes?
Flying is easier if one avoids the edges - ground, water, outer space and other things in the air

#4 Maeran

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Posted 03 December 2012 - 06:18:03 AM

Thanks for that photo, hairyspin. It does show the nose detail very well, I shall incorparate this into my model.

I haven't the first idea about getting a model into the sim, but if I were to try that I would model something that isn't in there already, like an Armstrong Whitworth FK8 or something like that (Dolphin?).
This model is far too high poly to be used in a game (it's got the complete frame inside for a start). It is intended to be used in a few artistic scenes I have in mind.

There is also an Albatros D1 in the works for this reason. Not painted up yet, so this is a temporary colour scheme.

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There's a lot of pleasure to be had in simply modeling the aircraft and exploring their forms. I know a lot more about the RAF 1 engine than I did a month ago!

#5 UK_Widowmaker

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Posted 26 December 2012 - 07:15:33 PM

wow!!!
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#6 Maeran

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Posted 10 January 2013 - 11:40:16 AM

Lots to do, texture wise and crew, but here's an idea where this is headed.

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#7 FastCargo

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Posted 10 January 2013 - 12:06:03 PM

Maeran,

I know some in the First Eagles crowd that would enjoy your work. And depending on the number of polys, it wouldn't be that hard to import.

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#8 Herr Prop-Wasche

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Posted 12 January 2013 - 11:14:51 PM

Very pretty models. Good job.
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#9 rjw

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Posted 17 February 2013 - 03:47:19 PM

Do you intend getting the model into the sim, or is it for other purposes?


You perked my interest with your ? Hairyspin. I'm now wondering what the process would be to get a model into the sim if your created one with Blender. Hopefully someone can identify the process or maybe there is a long lost faq file somewhere that may outline the process. It would be interesting to explore if only for appreciation.

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#10 hairyspin

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Posted 21 February 2013 - 04:00:44 PM

Hmmm! You'll need to get the model into Gmax, the only exporter to OFF/CFS3 works with that. The only route I know of for that is to export a .3ds file which Gmax can import directly. Limitations are the old 8.3 file names for texture files and I don't know if animations are preserved.

If you had access to 3ds Max you could export to .fbx to get the model into Max, then the BFF script will export the model to Gmax.

After that the CFS3 sdk is needed to set the imported model up for OFF. I'm told you'll find Gmax quite different to Blender, but I've never used Blender and don't know myself. Good luck!

Edited by hairyspin, 21 February 2013 - 04:05:33 PM.

Flying is easier if one avoids the edges - ground, water, outer space and other things in the air




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