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[WIP] X-20 Dynasoar


sirkut

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I'd be happy to take a look at it for you, if you don't want the practice. I use Blender btw.

Also texture paint mode in Blender can make things very easy for you. It's how I managed to have that smooth black/white divide running down the whole ship (Main hull is 7 parts, with 3 separate textures) Also useful for fixing visible seams.

Edited by Cpt. Kipard
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I'd be happy to take a look at it for you, if you don't want the practice. I use Blender btw.

Also texture paint mode in Blender can make things very easy for you. It's how I managed to have that smooth black/white divide running down the whole ship (Main hull is 7 parts, with 3 separate textures) Also useful for fixing visible seams.

Sure. Let me gather everything up and have you take a look. I'm currently working on getting my IVA skills handy so I can at least do a decent IVA for the Dynasoar.

Found it, sent you a PM.

Edited by sirkut
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Ok I can do it as it is, but there's a few issues. This might hurt, I'm sorry. I would just like you to do the best job you can.

You did the vertical stabilisers straight. The images I found show them at an angle.

I would seriously recommend cleaning up your edge flow before doing anything else. One of the most important techniques in modelling is to avoid triangles as much as possible. Quads allow your edges to flow more smoothly and result in less smoothing artefacts. It's either that or having to use split edges (which isn't ideal). If I were doing that wing I would make the quads in way that makes it seem like the wing was bent, rather than just having a 90deg angle there. A few narrow quads would do it.

Actually I got the impression that you've already finished your model. There's really no sense unwrapping or texturing it just yet.

Hmmm. I think it might be best if you model the whole craft as a single manifold mesh to begin with, paying attention to edge loops where you will want to cut the model, and start cutting it last or when you're ready to make the gear bays.

edit

Do you have plan views, which you can put in your blender windows?

Edited by Cpt. Kipard
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Yeah I've started and restarted this model a million times that I'm almost sick of looking at the blueprints. I started on it last year and it's just been kicking my butt. I'm great a programming and simple modelling but this is certainly out of my comfort zone big time.

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Ok I can do it as it is, but there's a few issues. This might hurt, I'm sorry. I would just like you to do the best job you can.

You did the vertical stabilisers straight. The images I found show them at an angle.

I would seriously recommend cleaning up your edge flow before doing anything else. One of the most important techniques in modelling is to avoid triangles as much as possible. Quads allow your edges to flow more smoothly and result in less smoothing artefacts. It's either that or having to use split edges (which isn't ideal). If I were doing that wing I would make the quads in way that makes it seem like the wing was bent, rather than just having a 90deg angle there. A few narrow quads would do it.

Actually I got the impression that you've already finished your model. There's really no sense unwrapping or texturing it just yet.

Hmmm. I think it might be best if you model the whole craft as a single manifold mesh to begin with, paying attention to edge loops where you will want to cut the model, and start cutting it last or when you're ready to make the gear bays.

edit

Do you have plan views, which you can put in your blender windows?

Plan views? I'm not sure what you mean.

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The plans should (at least I thought they were included) be embedded in the blender file. I have all views and it's how I got the body created. The ones I used were better than that one.

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  • 2 weeks later...
  • 2 weeks later...

@Sirkut

In response to your PM

That Youtube link you sent me is good. He's using the box modelling technique, because he's extruding and rescaling and moving vertices. That always results in quads and nice edge flow. But I have to be honest. It doesn't look like you followed that tutorial too well. I think to start with you should pay particular attention to how he's dealing with the area where the wings meet the fuselage. The edge loops will allow you to separate the wings neatly while avoiding sharp edges like you've done initially. Look over his model. There are no triangles anywhere, and it's all quads and it's all nice and smooth, even on thin ends like the wing tips and vertical stabiliser tip. The only place where you should use triangles is in places where they're surrounded by geometry that would not result in smoothing artefacts (like flat planes) or in places where you specifically want sharp edges. Neither of those apply to most aeroplanes (something like the F-117 Nighthawk is an exception)

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I replicated what he did but somehow lost how I even created the triangles in my project. Aside from the robotic parts I've modeled (and a toilet seat as a commandseat as a joke a while back) that's the extent of my modelling expertise. I'll just relinquish the project to you because I'm sure you will do a stellar and I'd like to avoid you and Dragon01 getting onto me.

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Well thanks for that backhanded compliment.

I'll get on with it as soon as I have that list :)

Well you two guys are quality control for any mod that is worth downloading. I rather not face that wrath. :)

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