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[?] Tips for New modeler taking on Helicopters?
Posted: 2009-10-20 22:29
by Drunkenup
So, I've gotten Gmax a few days ago, gotten used to it and the primary reason I've decided to go into 3D Modeling is to create a CH-53E Super Stallion for personal use, and/or use in this mod if its up to PR quality (Probably won't be Tho). My question is if there is anything I must do with the model to allow it to be maximized in BF2. Specifically I'm asking:
- Must I enable pivot on some objects, ex. Rotors?
- Must interior's be child objects, or be in the actual Model?
And other tips with this project anyone may want to share with me?
Re: Tips for New modeler taking on Helicopters?
Posted: 2009-10-20 22:32
by Wilkinson
Interior has to be on the model.
And Pivots need to be on objects. Like wheels, Turrets, etc. so for Rotors yes
Re: Tips for New modeler taking on Helicopters?
Posted: 2009-10-20 22:47
by Drunkenup
Much thanks. Poly count is max 7000 on Helis correct? Plus does anyone know a good photo editing program that can center my blueprints?
Re: Tips for New modeler taking on Helicopters?
Posted: 2009-10-20 22:54
by Lan
Drunkenup wrote:Much thanks. Poly count is max 7000 on Helis correct? Plus does anyone know a good photo editing program that can center my blueprints?
A very simple and free one i use is paint.net there is also a good tutorial on youtube about that paticuloar program and setting up blueprints so the model so they all line up properly.
Re: Tips for New modeler taking on Helicopters?
Posted: 2009-10-20 22:55
by DankE_SPB
Drunkenup wrote:Much thanks. Poly count is max 7000 on Helis correct? Plus does anyone know a good photo editing program that can center my blueprints?
current ingame helis are somewhere around 5500-6000 tris, brand new Lynx is 6000 tris without external attachments, so in the end its somewhere 7000-7500 i think
make the model with all details you want then start optimizing it
you can cut blueprints in any picture editing program, gimp is free for example and pretty advanced