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Author
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Topic: Yakkety Yak
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Tailslide Pilot
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posted 12-22- 11:20 PM
For those asking for a screenshot
------------------ ________________________ TS Aircombat
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Jaguar Pilot
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posted 12-22- 11:47 PM
I think there's a bump missing on the port wing. hehehehehe------------------ Cheers! Jaguar www.fshangar.com IP: Logged |
Tailslide Pilot
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posted 12-23- 12:46 AM
<SWAT> LMAO !
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Spanky the Mad Dog Pilot
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posted 12-23- 12:51 AM
SPanky herenice and smooth man how many polys? also i have used max 2.5 and 3 looks much better just the icons and stuff
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Tailslide Pilot
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posted 12-23- 12:55 AM
I'm at about 600 polys but alot are four sided I dont know how much co-planar grief it's going to cause. Is that too many poly's ? TS
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JT Pilot
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posted 12-23- 01:16 AM
I have Max 2.5, so this might not applicable... As far as I know, the Max polygon counter counts each triangle of any polygon. That means your polygon count in SDOE will be a lot less than 600 (as long as you don't export as triangles). Either way, though... 600 seems reasonable for what you have so far. Don't forget to weld verts... that gets rid of hidden faces sometimes. Be careful that your thresh isn't too high, though... I'm sure you know about that stuff. Nice work, by the way. How are you liking Max? IP: Logged |
Zoycite JAG
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posted 12-23- 01:31 AM
Hehe, Yakety Yak!Thats looking nice, Tail. Please keep us updated.
------------------ Zoycite {GS} GUNSLINGERS visit The War Paint Factory IP: Logged |
Tailslide Pilot
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posted 12-23- 02:09 AM
JT, this plane really would not be possible without your excellent lofting tutorial. I'm sure I would have wasted hundreds of hours trying to do things "the wrong way". Deformed lofts are awesome ! I did the whole plane with them so far, even the wings are outlines of the actual Yak airfoil lofted along a tracing of the wing ! 3DSmax, all I can say is WOW. Last time I touched a modeller it took half a day to render a picture and splines were just entering the scene. There's so many features in Max it's amazing. NURBS modelling looks really cool but way over my head at the moment, I'm guessing it's not a good approach for low poly stuff anyways. The edit stacks are great! I got partway done and realized one of my lofts needed some tweaking.. no problem just go in and reloft it in place! I find lining up verticies is more of a pain though, I'd love a good align points feature. Thanks for the tip about the poly count, I couldn't figure out how just one of those wings had 150 polys! LOL Is it possible to make N-gons in Max? Like make the front of the plane a single big flat 12 pointed poly? TS
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Tailslide Pilot
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posted 12-23- 02:15 AM
Oh and thanks for the tip about the welding, I've been doing it religiously. Welding is super for poly reduction too if you do it point by point. Click on a point, hold control and click on a second point, then weld. It will merge the two points and place it at the midpoint between the first two. Sounds slow but it took no time at all to zap all the extra points from my lofts that weld threshold didn't get. TS
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JG5Jerry Pilot
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posted 12-23- 03:45 AM
Remember to delete the end faces of objects that join one another - i.e. the ends of the wings where they go into the fuselage. Would you like me to mail you my 3ds Max Yak-1 and Yak-3 files?IP: Logged |
Tailslide Pilot
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posted 12-23- 10:44 AM
Thanks for the offer Jerry! I think I'd rather do this bit myself though it is a great break from flight models. Don't you need the end faces for when the wings, tail, etc. come off the plane? Have you broken your objects into pieces yet? I'm not sure how to do the wings. You need to model the wings flat then angle them when you attach them in OPStudio to get the plane to fly right, but they're curved not angled.. I'll check how they did the spitfire should be similar. TS
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JT Pilot
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posted 12-23- 11:02 PM
>Is it possible to make N-gons in Max? Like make the front of the plane a single big flat 12 pointed poly?In the edit mesh panel, turn on sub-object and go the edges menu. You will see some options for hiding edges. I'm not sure, but I think if you hide edges and then export to .obj as polygons (as opposed to triangles or quads) you can get the desired result. IP: Logged |