[WIP] [Vehicle] Super Etendard
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Rhino
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Re: [WIP] [Vehicle] Super Etendard
Looking good, but really need edge faced pics to give decent feedback, but the smoothing groups etc are looking good 
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anantdeathhawk
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Re: [WIP] [Vehicle] Super Etendard
Thanks 



In top view, this edge on the right wing got there mistakenly and is removed(just now).


Should i model the airbrakes?



In top view, this edge on the right wing got there mistakenly and is removed(just now).


Should i model the airbrakes?
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agus92
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Re: [WIP] [Vehicle] Super Etendard
The back wheels are definitely better, but still feel "cheap" to me, the rest of the model has better quality IMO.
I suggest two changes:
- Extending the axle, so it sticks out. Should be easy to do and cheap tris wise.
- Add the screws holding the wheels.
Also, I spotted that the lower part of the nozzle has divergent curvature, and it should be convergent.
That said, your dassault is really shaping up!
I suggest two changes:
- Extending the axle, so it sticks out. Should be easy to do and cheap tris wise.
- Add the screws holding the wheels.
Also, I spotted that the lower part of the nozzle has divergent curvature, and it should be convergent.
That said, your dassault is really shaping up!
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Rhino
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Re: [WIP] [Vehicle] Super Etendard
The whole model still could use a lot more optimization, and then the tris you save on that you can put into making the main fuselage and wings could be rounder, looks really blocky from the front view.
The Leading Edge of your wing needs to be much more rounded, both in terms of tris and smoothing groups. They are hardly ever pointy edges as you have them now, but smooth rounded fronts. I believe the SE has a "under cambered" wing section, giving it more lift, especially for slow carrier landings, at the cost of more drag / lower speed (its a sub-sonic aircraft), but even these have curved fronts, just smaller curved fronts from the more traditional types of wings you see on most aircraft. You can just make it out the cross section in the wing tip hinge area when they are folded up.






You don't have to make the wing section exact but giving it a few extra tris to make it its basic shape would help, mainly where it silhouettes on the round, leading edge, and just put in a segment on the bottom to indent it a little, but only needs one and let the smoothing groups do the rest
Also bunch of good refs here: Super Etendard Modernis?e Walk Around Page 1
But ye, main thing to focus on is optimization, which will then allow you to add more detail. Try adding the Optimization modifier onto your model, just to see what it will do and give you some ideas of where you can optimize it. Don't leave it on or collapse it into your model, as it tends to screw you model up more than it fixes, as well as miss many optimizations you can do, but it should give you some ideas on where you can optimize manually. Also the Multi-Rez modifier is good for this, but again, don't leave it on your model, just to help you get some ideas but the lower its %, the more it will change the shape of your model it is getting rid of the tris, where the optimization modifier more just tris to keep the sameish shape, but remove unnecessary verts/tris, but doesn't do it very well.
And ye, worth modelling the air brakes, a bunch of our and vBF2 jets have them, and we have them come back when you go into "reverse throttle", and its a good visual indicator to other jets your slowing down, Tom Cruise won't be pleased thou as he would expect an instant super speed reduction from them thou
Make sure there is a big hole under them thou, as per r/l from what I can tell, so they don't zfight etc.
As for agus92 points, ye the back wheels need bigger chamfers, possibly more too, depending on how you go about it, on the edges, right now they look like blocks. Extending the axle out for them is also a good idea, and could do with some 3D detail (but really basic, let the normals/texture do the detail, ideally from a HP bake as per the end of this post) on it for what I think are the breaks, too since they are pretty big on the refs.


Wouldn't do much 3D details, especially not for things like screws etc, since these will zfight, cost a lot of tris and/or look really block, and it is best to do them though a normal map.
The wheels is one area I would make a high poly model for, with all/most of the tiny details, and bake its normals onto the low poly model, since they have lots of detail on them which 1, you can't model without spending lots of tris and 2, can't hand paint easily when the texture artist comes along, which hand painting rivets etc onto the rest of the aircraft is pretty easy, as per what I said in post #32 of this topic:
Anyways looks good so far and keep it up!
btw, might be worth putting a non-transparent material on the nose
The Leading Edge of your wing needs to be much more rounded, both in terms of tris and smoothing groups. They are hardly ever pointy edges as you have them now, but smooth rounded fronts. I believe the SE has a "under cambered" wing section, giving it more lift, especially for slow carrier landings, at the cost of more drag / lower speed (its a sub-sonic aircraft), but even these have curved fronts, just smaller curved fronts from the more traditional types of wings you see on most aircraft. You can just make it out the cross section in the wing tip hinge area when they are folded up.





You don't have to make the wing section exact but giving it a few extra tris to make it its basic shape would help, mainly where it silhouettes on the round, leading edge, and just put in a segment on the bottom to indent it a little, but only needs one and let the smoothing groups do the rest
Also bunch of good refs here: Super Etendard Modernis?e Walk Around Page 1
But ye, main thing to focus on is optimization, which will then allow you to add more detail. Try adding the Optimization modifier onto your model, just to see what it will do and give you some ideas of where you can optimize it. Don't leave it on or collapse it into your model, as it tends to screw you model up more than it fixes, as well as miss many optimizations you can do, but it should give you some ideas on where you can optimize manually. Also the Multi-Rez modifier is good for this, but again, don't leave it on your model, just to help you get some ideas but the lower its %, the more it will change the shape of your model it is getting rid of the tris, where the optimization modifier more just tris to keep the sameish shape, but remove unnecessary verts/tris, but doesn't do it very well.
And ye, worth modelling the air brakes, a bunch of our and vBF2 jets have them, and we have them come back when you go into "reverse throttle", and its a good visual indicator to other jets your slowing down, Tom Cruise won't be pleased thou as he would expect an instant super speed reduction from them thou
Make sure there is a big hole under them thou, as per r/l from what I can tell, so they don't zfight etc.
As for agus92 points, ye the back wheels need bigger chamfers, possibly more too, depending on how you go about it, on the edges, right now they look like blocks. Extending the axle out for them is also a good idea, and could do with some 3D detail (but really basic, let the normals/texture do the detail, ideally from a HP bake as per the end of this post) on it for what I think are the breaks, too since they are pretty big on the refs.


Wouldn't do much 3D details, especially not for things like screws etc, since these will zfight, cost a lot of tris and/or look really block, and it is best to do them though a normal map.
The wheels is one area I would make a high poly model for, with all/most of the tiny details, and bake its normals onto the low poly model, since they have lots of detail on them which 1, you can't model without spending lots of tris and 2, can't hand paint easily when the texture artist comes along, which hand painting rivets etc onto the rest of the aircraft is pretty easy, as per what I said in post #32 of this topic:
'[R-DEV wrote:Rhino;2134369']Landing Gear / Wheels need far more tris, little lights etc need very few tris. The bigger the object, the more tris it needs (unless its flat or not requiring poly detail etc), the smaller the object, the fewer tris it needs.
Quick landing gear I made recently that might help:
And I did a high poly wheel for the normals (and AO + basic colour):
Anyways looks good so far and keep it up!
btw, might be worth putting a non-transparent material on the nose
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anantdeathhawk
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Re: [WIP] [Vehicle] Super Etendard
To [R-DEV]Rhino: made this before i saw your reply.Also i didn't had any good pictures of the wheel so i modelled this.

I had made the wings curved on the leading edge, but when [R-DEV]Mineral suggested to lower the details on the wings,so i made it into a sharp edge.
Should i detach the extremeties of the wing so it could be folded up?
Thanks for more references,glad to have those.I did use the optimization modifier when you guys said to optimize the model,i saw it did messed up the model so tried the exact same thing you said to optimize different parts.I didn't know about the multi-rez modifier before when i was searching on youtube about optimizating the model.
Sure the airbrakes will get their big holes and i'll model those wheel brakes correctly.
To agus92:Thanks,As suggested modelled axle extension and didn't understand what were you saying about the nozzle?

The inner vertices of the nozzle are collapsed to give an impression of depth with less tris.

I had made the wings curved on the leading edge, but when [R-DEV]Mineral suggested to lower the details on the wings,so i made it into a sharp edge.
Should i detach the extremeties of the wing so it could be folded up?
Thanks for more references,glad to have those.I did use the optimization modifier when you guys said to optimize the model,i saw it did messed up the model so tried the exact same thing you said to optimize different parts.I didn't know about the multi-rez modifier before when i was searching on youtube about optimizating the model.
Sure the airbrakes will get their big holes and i'll model those wheel brakes correctly.
To agus92:Thanks,As suggested modelled axle extension and didn't understand what were you saying about the nozzle?

The inner vertices of the nozzle are collapsed to give an impression of depth with less tris.
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Rhino
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Re: [WIP] [Vehicle] Super Etendard
Cool, Ye that wheel will need some work and I think Mineral was referring to the little details, but having the leading edge of the wing rounded off, at least with some smoothing control edges if not actually being that round, but to help the smoothing be right, is pretty vital.
As for having the wings be able to fold up, I would say not worth it since there is no situation where that will be needed. They are really only folded up often on carrier decks, when the aircraft is parked
And ye, just use those modifiers to help you see where the model can be optimized, don't actually use them to optimize directly thou encase there was any confusion
And lastly ye, having the engine as a cone is the best method, although I would make the cone a bit deeper
As for having the wings be able to fold up, I would say not worth it since there is no situation where that will be needed. They are really only folded up often on carrier decks, when the aircraft is parked
And ye, just use those modifiers to help you see where the model can be optimized, don't actually use them to optimize directly thou encase there was any confusion
And lastly ye, having the engine as a cone is the best method, although I would make the cone a bit deeper
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agus92
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Re: [WIP] [Vehicle] Super Etendard
Regarding the nozzle, I'm unsure if the highlighted bit belongs to the model. I don't see it on the refs, maybe you have better refs?
Note: actually, it could make sense from a design POV, but I'm just unsure.
@Rhino: those were some amazing refs! Where do you find this stuff?!
Note: actually, it could make sense from a design POV, but I'm just unsure.
@Rhino: those were some amazing refs! Where do you find this stuff?!
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anantdeathhawk
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Re: [WIP] [Vehicle] Super Etendard
update:
To [R-DEV]Rhino:
The total tris is 7050.
Chamfered the wheel Tris 250ish,and wheel brakes done, with disk(proposal) Tris 468.
If opted, and applied to the other wheel too it will be 7500 tris.The brake shoe and disk are the same object,but the disk has no connection with the axle and floats in the air.The brake shoe is welded to the axle.


Wings near round(still pointy)


optimized the fuselage,around the cockpit and tail and hence reduced few hundered tris.

airbrakes done, all compartments done for the opening detached objects,but there's some problem in the one of the air brake compartment regarding smoothing group or something, looked dark in the render.

Also the engine cone has much more depth now.
To agus92:Good eye, thanks, that part and pretty much the bottom part was lifed up and is now corrected.I use reference pictures provided by [R-DEV] Rhino and google and use blueprints for modelling.

That bit is certainly a part and as i am using blueprint, all i am doing is matching the poly.
Also, this super etendard is not the modern one so , it might have different looking parts,for example, i can say with certainity that the tail details are really different in the modern one.
To [R-DEV]Rhino:
The total tris is 7050.
Chamfered the wheel Tris 250ish,and wheel brakes done, with disk(proposal) Tris 468.
If opted, and applied to the other wheel too it will be 7500 tris.The brake shoe and disk are the same object,but the disk has no connection with the axle and floats in the air.The brake shoe is welded to the axle.


Wings near round(still pointy)


optimized the fuselage,around the cockpit and tail and hence reduced few hundered tris.

airbrakes done, all compartments done for the opening detached objects,but there's some problem in the one of the air brake compartment regarding smoothing group or something, looked dark in the render.

Also the engine cone has much more depth now.
To agus92:Good eye, thanks, that part and pretty much the bottom part was lifed up and is now corrected.I use reference pictures provided by [R-DEV] Rhino and google and use blueprints for modelling.

That bit is certainly a part and as i am using blueprint, all i am doing is matching the poly.
Also, this super etendard is not the modern one so , it might have different looking parts,for example, i can say with certainity that the tail details are really different in the modern one.
Last edited by anantdeathhawk on 2016-07-11 19:02, edited 1 time in total.
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anantdeathhawk
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Re: [WIP] [Vehicle] Super Etendard
update:
Optimized the landing gears and reduced 500 Tris, now if the new wheel brakes are adapted the tris count will go to 7000.Corrected smooting group on the landing gears.


Optimized the landing gears and reduced 500 Tris, now if the new wheel brakes are adapted the tris count will go to 7000.Corrected smooting group on the landing gears.


- Mr.VdHeide
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anantdeathhawk
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Re: [WIP] [Vehicle] Super Etendard
Is this ready for UV
?
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Rhino
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Re: [WIP] [Vehicle] Super Etendard
Not quite, will give you feedback later, but would be good if you can post a bunch of new edged framed pics for us to give feedback with 
- Mineral
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Re: [WIP] [Vehicle] Super Etendard
Don't forget higher poly 1st person cockpit (preferably high poly bake, like Rhino's wheels example). Although that can be done after 3P is completed and UV'd. Although for example the 1P UV/model could be used to make the 3P low poly interior so all it needs is a lower resolution texture.
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anantdeathhawk
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Re: [WIP] [Vehicle] Super Etendard
Yes, as soon as 3p is done,i'll do the 1p and the wreck.Should the high poly bake of the wheel be done in the same scene?? like how i have been told to keep the 1p,3p and wreck in the same scene file.
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agus92
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Re: [WIP] [Vehicle] Super Etendard
Love the new wheels btw 
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Rhino
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Re: [WIP] [Vehicle] Super Etendard
any chances of more edged frame pics, mainly of things like the wheels, fuselage, wings, etc?
Cheers
Cheers
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anantdeathhawk
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Re: [WIP] [Vehicle] Super Etendard
More frames:



















































