[WIP] [Vehicle] Super Etendard

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anantdeathhawk
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Joined: 2015-11-12 21:11

[WIP] [Vehicle] Super Etendard

Post by anantdeathhawk »

Showcasing Base model.
There are two meshes right now, one is the nose and the other is the rest of the aircraft,
the wings and fuselage near the tail needs work.

Sorry, for the late presentation,only worked for 3 days in the last 18 days, and won't be delaying work on this anymore.
I am still struggling with the smoothing groups, and will fix it soon.No extra modifier has been added to the model.

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Last edited by anantdeathhawk on 2016-05-30 19:33, edited 2 times in total.
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Mr.VdHeide
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Re: [WIP] [Vehicle] Super Etendard

Post by Mr.VdHeide »

Looks good!

This one is definitely a lot better optimized then the Mig you were working on. Though there are still a lot of vertices you could remove without changing the way this model looks.

about the smoothing groups, remove all smoothing groups from the green PAINTED surfaces. The SPRAYED surfaces need smoothing groups. Use different smoothing groups for the different colors. (Similar colors means using the same smoothing group)


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Good luck,




D.J.


PS: Some renders would be good to check the smoothing groups
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Mats391
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Re: [WIP] [Vehicle] Super Etendard

Post by Mats391 »

This tutorial should help:

Especially the wing part starting at ~3:00
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Mineral: TIL that Wire-guided missiles actually use wire
Rhino
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Re: [WIP] [Vehicle] Super Etendard

Post by Rhino »

Looks good so far but you do need to focus right now on getting the base as optimized as possible, and only spending tris where they are needed, the Nose needs far more segments for example, with also reducing the amount of sides the nose has, as it gets towards the tip
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anantdeathhawk
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Re: [WIP] [Vehicle] Super Etendard

Post by anantdeathhawk »

[R-CON]Mr.VdHeide-Thanks.The problem with the Mig was that i had used smooth modifier which distorted the model and i didn't know that it should not be used.So to correct the distortion at some places i gave that part heavy tessellation and used NURMs, which made the model very high poly.I have multiple scenes of the Mig maybe one of it won't be carrying any modifier.
Thanks for making the layout to smooth the aircraft.

[R-DEV]Mats391-Thanks for the tutorial,really cleared things up especially the wing part.I saw this video before where it just tells using the sphere,which i didn't understand at first Mr.VdHeide helped me using some pictures of a model and things really got clear but when i tried them,i struggled.

[R-DEV]Rhino-Okay,i'll do that.The sides on the nose are set to match the sides on the fuselage.So i'll have to make the tip of the nose as a pyramid and increasing the sides as i go away from the tip.Thanks.
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Mr.VdHeide
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Re: [WIP] [Vehicle] Super Etendard

Post by Mr.VdHeide »

Good to hear you still have some other scenes with the MIG in it. It would be good if you would make back ups for this model. Not just back up files for the model in it's current state, also copies of earlier versions of this model. When saving your WIP file on your PC you should make a back up of that file and put it on a USB stick for instance. Also, make a map on that same USB stick where you save old versions of your WIP file and put a date in the file name like: 'Etendard 6_1_2016'. If you ever use a tool or modifier you shouldn't have you can always use the older versions which you will then have safely stored on a USB stick.





D.J.
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anantdeathhawk
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Re: [WIP] [Vehicle] Super Etendard

Post by anantdeathhawk »

Yeah i don't have a backup yet but will surely do that today :) .
anantdeathhawk
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Re: [WIP] [Vehicle] Super Etendard

Post by anantdeathhawk »

Update:
Tris count has increased due to new wings(remade) and air intakes,intakes are optimized.Please advise which parts could be optimized.Also tried smoothing groups before the intake was made and wings remade.Cockpit is properly outlined.

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[R-DEV]Rhino:I found your post about cone modelling using a cylinder: https://www.realitymod.com/forum/f388-pr-bf2-community-modding/133129-rounded-cone-3ds-max-9-a.html
Increased the segments near the tip,tried collapsing alternate edges and the result was not good,please advise.In side view we can see nose distortion.
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Last edited by anantdeathhawk on 2016-06-07 12:05, edited 1 time in total.
rPoXoTauJIo
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Re: [WIP] [Vehicle] Super Etendard

Post by rPoXoTauJIo »

Need 70% accuracy on this, mats plz :D

Nice stuff mate, keep it going :)
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
anantdeathhawk
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Re: [WIP] [Vehicle] Super Etendard

Post by anantdeathhawk »

To rPoXoTauJIo: Thank you very much.
Cockpit sculpting in progress

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Mr.VdHeide
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Re: [WIP] [Vehicle] Super Etendard

Post by Mr.VdHeide »

What is your plan 1st and 3rd person model wise??

Are you making an all round high poly model which you will then use to create the different geoms from?



D.J.


P.S. Show us some renders, renders are great to comment on smoothing groups. On wireframe pics I can hardly see the smoothing.
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simeon5541
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Re: [WIP] [Vehicle] Super Etendard

Post by simeon5541 »

This looks awesome.
Shame France is going to withdraw them from use by the end of next month.
solidfire93
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Re: [WIP] [Vehicle] Super Etendard

Post by solidfire93 »

this is Amazing, great job, keep up the good work ;)
anantdeathhawk
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Re: [WIP] [Vehicle] Super Etendard

Post by anantdeathhawk »

To [R-CON]Mr.VdHeide:I have no idea, please recommend what to do and how to make 1p and 3p model.I did smoothing groups before i remade the wings and intakes,I'll apply them on the whole model and post it with renders.
I once saw a 1p blackhawk in 3p ingame accidently and it had very less parts,didn't even looked like a helicopter.
Also please advise on optimizing the whole model where i could remove edges and verts.

To simeon5541 and solidfire93: Thank you guys.
rPoXoTauJIo
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Re: [WIP] [Vehicle] Super Etendard

Post by rPoXoTauJIo »

anantdeathhawk wrote:I have no idea, please recommend what to do and how to make 1p and 3p model.I did smoothing groups before i remade the wings and intakes,I'll apply them on the whole model and post it with renders.
I once saw a 1p blackhawk in 3p ingame accidently and it had very less parts,didn't even looked like a helicopter.
That's being managed by export stage.

Hide your aircraft.
Model 1p interior.
That's all. On exporting all of your parts(1p model, 3p model with all lods, cols, 3p wreck lods, cols) will be within one scene and will look like mess, while normal ingame. :)

Same applies to lods, collision meshes...
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
anantdeathhawk
Posts: 641
Joined: 2015-11-12 21:11

Re: [WIP] [Vehicle] Super Etendard

Post by anantdeathhawk »

To rPoXoTauJIo:So i just have to make single model?
and i am not familier with cols and lods,etc as i have never done it,its a thing yet to learn along with UV and textures.
CTRifle
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Re: [WIP] [Vehicle] Super Etendard

Post by CTRifle »

anantdeathhawk wrote:To rPoXoTauJIo:So i just have to make single model?
and i am not familier with cols and lods,etc as i have never done it,its a thing yet to learn along with UV and textures.
Nice work so far! Take a look at Rhinos how to make a static tutorial, he gives an excellent explanation to what they are.

atm though, I wouldnt worry about COLs and LODs, jsut get the model done, both 1 and 3P so you can UV them and we or someone can texture it.
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rPoXoTauJIo
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Re: [WIP] [Vehicle] Super Etendard

Post by rPoXoTauJIo »

Just try to import into max9 any existing vehicle and look how it looks in hierarchy and scene.
F.e. - this is complete scene of su30, all geoms, lods, cols are here.
And for example i hidden everything but 1p object, that's how it looks for players inside - as you can see, there is no need to model all stuff players can't see(like back of plane, bottom, etc).
On other side, cockpitshould be modelled a lot better than 3p model for other players.
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
anantdeathhawk
Posts: 641
Joined: 2015-11-12 21:11

Re: [WIP] [Vehicle] Super Etendard

Post by anantdeathhawk »

To [R-DEV]CTRifle:Thanks, i saw that tutorial,it was a long read, so i didn't got into the details,just read the short description of cols and lods.I'll read it in detail later as you suggested that i shouldn't worry about it now.

To rPoXoTauJIo:I don't know how to import a PR vehicle as i have tried and failed to do so,before.I never thought the cockpit is that detailed,never noticed it,i thought i was mostly textures.
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So please tell me how to make all models in the same scene , should i clone the jet and then make one as 1p and the other as 3p and then one more for the wreck? or should i make 2 different scene files for the 1p and 3p models?

Hierarchy, i don't know how to do that,but will learn soon.I basically just know how to move vertices and shape a model as of yet. :o ops:
So bear with me, if i don't fully understand what you guys try to explain.
Last edited by anantdeathhawk on 2016-06-11 10:00, edited 1 time in total.
rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: [WIP] [Vehicle] Super Etendard

Post by rPoXoTauJIo »

anantdeathhawk wrote:should i clone the jet and then make one as 1p and the other as 3p and then one more for the wreck
Exactly this. And later lods :)
anantdeathhawk wrote:Hierarchy, i don't know how to do that,but will learn soon.I basically just know how to move vertices and shape a model as of yet. :o ops:
So bear with me, if i don't fully understand what you guys try to explain.
Hierachies for 3DS/Gmax tutorial - Battlefield 2 - Mod DB
Scroll down to 'Little explanation' and that's all.
Dont forget to enable tree view(Display subtree) in 'Select by name' window.
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
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