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Julhelm

+MODDER
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Everything posted by Julhelm

  1. I'd seriously recommend checking out the tutorials over at 3dtotal.com and especially do a couple of the character-oriented ones.
  2. This is one area where the adoption of tangent-space normalmaps would really help the engine's visuals and I believe we should seriously petition TK to include proper texture-specific normal mapping of the terrain instead of the current "detail texture" half-measure.
  3. Russo: You really should try and adopt the habit of mapping and texturing your model BEFORE you start cutting hatches and doors into it ;) On the new AFX model, I actually began by taking what drawings I had and mapping them out on a texturemap with all parts before I even started modelling the plane in order to create a "shopping list" of sorts for the actual modelling. I also included random parts of machinery (weapon bay and doors from an F-22, some gear well interiors from an F-14 and an F-18 and miscellaneous other parts) that function as a palette of sorts for when I model. With this method, I never have to worry about how to unwrap what part and how to paint it because I already have a texture that looks convincing enough and similar areas can easily share the same piece of texture or even tile around (for edges of doors and such) and I can literally texture as I model.
  4. If you create a plane and map your image to it, you can simply rotate 180dgs with angle snap on to fix it, or you can add an unwrap uvw modifier to it and flip the uv's from there to get the same result. As for books, I can recommend Andrew Gahan's "3ds Max Modeling for Games" ISBN 978-0-240-81061-4. It comes with a DVD and the author is a DID veteran who has worked on games like EF2000 and TAW. I'd recommend it because it takes you from modelling simple props to building a complete fps-type character model from concept art. I really wouldn't use Mustang's tutorials at all.
  5. Try a Cutlass-like tailfin arrangement on it where the tailfins are mounted on the wing well outboard of the engines.
  6. The Analog was just a testbed for testing the wing design for the Tu-144 SST.
  7. Well the thing is, most people slag the F-111B for not being any good as a dogfighter compared to the F-14 when that was clearly not it's raison d'etre at all:
  8. Here is the definitive Flight International article on the A/F-X: http://www.flightglobal.com/PDFArchive/Vie...20-%200212.html http://www.flightglobal.com/PDFArchive/Vie...20-%200213.html
  9. Well this is how it looks in the official Lockheed-Boeing concept art and in the Flight International drawing...
  10. It is unfair to compare the dogfighting capabilities of the F-111B against those of the F-14A when the F-111B was never supposed to be a dogfighter - It was only supposed to do fleet defence like the Missileer it replaced and not air superiority which emerged as a result of navy experience in Vietnam.
  11. Maybe this could be a reason to make a B that is somewhat more representative of the production version with the raised canopy and longer nose that Ginter book author Tommy Thomason talks about here: Here is the pic resized by me since in the original thread it's a huge 3000x3000 pixel pic:
  12. Yeah. It's only using a single 2048^2 map so it should be easy to paint a new scheme.
  13. Om du verkligen är intresserad av att göra den stealthy ska du designa den så att alla vinklar överrensstämmer med varandra. Studera F-22 och F-35 och se hur all pilform är i exakt samma vinkel.
  14. I happen to have full set of drawings for the V-507 :)
  15. Yep. No use trying to put lipstick on a pig.
  16. Take a Guess

    Doesn't Autodesk have a trial version of it?
  17. Take a Guess

    I think you might have better luck simply sculpting the clouds in say, Mudbox and then export them into Max for final export into the game engine. Because Mudbox (Like ZBrush) relies on 3d pixels you can use various brushes to define a highpoly cloud which can then be run through Max's polyreduction modifiers to the count down to something reasonable.
  18. Since the Bone is of the subsonic B variety, it probably won't have much in common with Tu-160 considering the latter is far heavier and much more in line with the supersonic B-1A as far as performance and mission profile goes, which anyone can tell from looking at the variable geometry intakes which the Bone does not have. If I were Veltro, I'd probably ask Lindr2 or the other russian guys for assistance. Furthermore, given the blended wing/body shape of the plane, you can experiment with unwrapping the entire plane onto a single map (I use 2048^2 for Pak-FA and neo-AFX). If you need help just hit me up on ICQ or MSN.
  19. You probably forgot to link the shader to your bmp before you exported.
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