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3 Dimensional Chat / BF 109 Work in progress

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Frap
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Posted: 20th Feb 2010 13:59
Its been absolutly ages since I posted up anything here, I have been incredibly busy over the last few months. Ive recently started on a BF 109, this is the early stages at the moment and I will be doing a game version baking the details from this high poly mesh to a lower poly version. I decided to all out on this one with a semi detailed engine with opening engine compartment and a fully detailed cockpit which I am half way through. Hope you like it.






Http://www.3d-for-games.com
Hassan
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Posted: 20th Feb 2010 16:29
impressive, really nice details

Red Eye
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Posted: 20th Feb 2010 16:45
most impressive


defiler
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Posted: 20th Feb 2010 19:23
Wow, this looks really awesome. Im really liking the detail you have put on.

Limitless Box studios current project:
NIGHTSTORM
Frap
User Banned
Posted: 21st Feb 2010 14:22
Cheers guys glad you like it. Ive detailed the other side of the cockpit now, just the control stick and instrements to do now.



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Hassan
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Posted: 21st Feb 2010 15:24
looks really nice, can you show a wireframe?

Frap
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Posted: 21st Feb 2010 15:35
As requested



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Quik
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Posted: 22nd Feb 2010 14:11
this is looking very VERY awesome!


[Q]uik, Quiker than most
Frap
User Banned
Posted: 22nd Feb 2010 15:07
nearing the end of the cockpit now, just the instruments and the foot/ rudder controls to do.



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Quik
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Posted: 22nd Feb 2010 19:46
that is sick man! looks totally awesome! planning on texturing aswell?


[Q]uik, Quiker than most
Asteric
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Posted: 22nd Feb 2010 19:58
Looking nice, i have a few crits if you dont mind.

The scale seems a bit off in the cockpit, if you look here:



You ca see that the seat is a lot deeper, and the foot rests are bigger and taller. The same thing goes for that wheel on the side, everything seems just a tad small.

Frap
User Banned
Posted: 22nd Feb 2010 20:01 Edited at: 22nd Feb 2010 20:03
Cheers Quik, To be honest there is nothing there that you cant do yourself, Its all about good reference and breaking the shapes up and most of all patience.

Cheers Unleashed, I will look into that. Its still a WIP so anything could still change and probably will.

What I will do is make a low poly version when this is done then bake the high poly details into it. Once that is done I will the do an ambient occullusion pass. Then start diffuse texturing and finally sort out a specular. After that I will have a beer

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Asteric
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Posted: 22nd Feb 2010 20:56
the name is Asteric, but nevermind lol.

Yeah, thats the way to to do it, but im sure a High poly bake IS an Ao pass, unless you mean the normals?

Frap
User Banned
Posted: 22nd Feb 2010 21:01
Sorry Asteric, yeah you got the idea. bit polygon`d out at the moment.

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henry ham
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Posted: 22nd Feb 2010 22:27
Quote: "but im sure a High poly bake IS an Ao pass"


no Ao stands for Ambient Occlusion

Ambient occlusion is a shading method used in 3D computer graphics which helps add realism to local reflection models by taking into account attenuation of light due to occlusion. Ambient occlusion attempts to approximate the way light radiates in real life, especially off what are normally considered non-reflective surfaces.

cheers henry

Asteric
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Posted: 22nd Feb 2010 22:53
Quote: "no Ao stands for Ambient Occlusion

Ambient occlusion is a shading method used in 3D computer graphics which helps add realism to local reflection models by taking into account attenuation of light due to occlusion. Ambient occlusion attempts to approximate the way light radiates in real life, especially off what are normally considered non-reflective surfaces.

cheers henry"


Yea, but when i bake a high poly onto a low poly, i get an Ao map.

Frap
User Banned
Posted: 22nd Feb 2010 23:02 Edited at: 22nd Feb 2010 23:19
An AO map as Henry said essentially produces a black and white image containing shadow information, this is usually used when creating a Diffuse texture as a seperate layer thats blended in.

I will probably take the AO map and duplicate it, blur one them and combine it. I just like the effect it produces.

A Normal map produces a blue and pink image that contains lighting information that when applied to a low poly model adds extra details giving the impression of much higher detailed model.

A good example of what I am doing is shown here, though it appears to be a Maya tutorial.

[i]http://images.google.co.uk/imgres?imgurl=http://i57.photobucket.com/albums/g237/goat987/AO11.jpg&imgrefurl=http://www.game-artist.net/forums/spotlight-articles/1317-tutorial-ambient-occlusion-maya-alchemist101.html&usg=__Yoo-IKcPIuMRII1IbXp0GC39c_c=&h=387&w=713&sz=211&hl=en&start=9&um=1&itbs=1&tbnid=u0ptPJUyOIF6xM:&tbnh=76&tbnw=140&prev=/images%3Fq%3Dao%2Bmap%26um%3D1%26hl%3Den%26sa%3DN%26tbs%3Disch:1[/i]

Both of which can be baked from a high poly model to a low poly model. Sorry if I wasnt clear earlier, its been a long day.

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Asteric
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Posted: 22nd Feb 2010 23:28
Its ok, i am aware of what Ao maps and Normal maps are, lol.

Frap
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Posted: 4th Mar 2010 19:22
Nearly finished the instrement panel now just a few more dials to add. Hopefully soon I will be able to move from here its starting to drive me nuts.

Asteric: Sorry wasnt trying to teach you to suck eggs and all that.



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Alucard94
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Posted: 4th Mar 2010 19:37
Looking very great indeed, loving the attention to detail.


Alucard94, lacking proper intelligence.
Asteric
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Posted: 4th Mar 2010 19:43
Nah its my fault, i was in a bad mood at the time, apologies

Quik
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Posted: 4th Mar 2010 20:02
looking very nice, very proffesional! great attention to detail! i just love it! =D


[Q]uik, Quiker than most
Frap
User Banned
Posted: 6th Mar 2010 18:24
Pretty much finished the cockpit though there is a bit of tidying up left to do, just silly stuff, But I had to move on as I was beginning to go a little nuts



So I have made a start on the undercarriage which just need the wheels and a few nuts and bolts here and there.



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Frap
User Banned
Posted: 7th Mar 2010 15:26
Nearly finished detailing the wings just the flight controls left to do



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General Jackson
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Posted: 12th Mar 2010 03:46 Edited at: 12th Mar 2010 03:48
Uh, do you mind burying me? I just died.


That is AWESOME!! I think I'm gonna have a shot at a p-51 mustang.


{edit} And have fun UV-mapping it

KeithC
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Posted: 12th Mar 2010 15:27
Excellent work Frap! Always enjoy following one of your projects.

-Keith
Frap
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Posted: 14th Mar 2010 11:26
Quote: "I think I'm gonna have a shot at a p-51 mustang."


I look forward to seeing it, remember loads of reference, and patience is the key. Feel free to give me a shout if you get stuck or need some help.

Quote: "Always enjoy following one of your projects."
]

Always happy to oblige.

Hopefully there will be another update later, depends how many beers I have during the Grand Prix later today.

[url/]http://www.3d-for-games.com/forum/index.php[url/]
General Jackson
User Banned
Posted: 14th Mar 2010 21:11
Quote: "I look forward to seeing it, remember loads of reference, and patience is the key. Feel free to give me a shout if you get stuck or need some help.
"

k, thanks

Just need to get some good reference pics.

Frap
User Banned
Posted: 15th Mar 2010 10:47
http://www.grubby-fingers-aircraft-illustration.com/mustang_walkaround.html

Some nice reference here for you.

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Frap
User Banned
Posted: 20th Mar 2010 15:55
Managed to find a little time to get a bit more done, looking like the end is in sight now as far as the modelling is concerned.





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mike5424
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Posted: 20th Mar 2010 16:13 Edited at: 20th Mar 2010 16:15
Wow, Looks great!

Off-Topic: you're sig should be
i think
3D For Games

---
Quik
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Posted: 20th Mar 2010 17:09 Edited at: 20th Mar 2010 17:10
it looks truly awesome!

iam guessing it is for showcase? if so, then i recommend adding 1 or 2 more seams at the nose to make it more round, as of now i can see where the lines cut of in a new direction if u understand? just my 2 cents, but it isnt a must, since a non-graphicer wouldnt notice^^ looking awesome!

edit: i say the same for the,,, things on the back //dont really know the name.. the wing tings on the back\\


[Q]uik, Quiker than most
Mazz426
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Posted: 20th Mar 2010 17:55
its an impressive model, if it has a decent poly count then its perfect, what is the final poly count, as that looks better than what we see in many commecial games

Frap
User Banned
Posted: 20th Mar 2010 17:59 Edited at: 20th Mar 2010 20:26
The current polycount is well over 150k ploy`s but I will bake the details onto a low poly version which should be around 8-10K poly`s depending on how the cockpit comes out, If its still a little high I may do a LOD version as well.

I agree there are still quite a few smoothing issues to be looked at. They will be sorted in time, which currently I dont have a lot of.

Honestly there is nothing in this model you couldnt do yourself, it`s a matter of patience and good reference,

Frap
User Banned
Posted: 21st Mar 2010 20:40 Edited at: 21st Mar 2010 20:47
Havnt done any more to this model today, instead I decided to concentrate on finally sorting out my online portfolio. If you would like to check it out it can be found here

http://www.wix.com/nickigoe/nick-igoe?experiment%5Fid=empty&wixComputerID=%2FoNG5ZkgSXR61oJYVqhzGs8Ro5s1615BgSDt5zOiFCO4dLoc4Qi5kNlJtEIQWipqRJHaxxUYvZ2LR8CJ5sjbXQ%3D%3D&orgDocID=JRSVP84Vmc0%2Da&partner%5Fid=WMGs4POB1ko%2Da&gu%5Fid=ab74f94b%2D19db%2D4530%2Dbcd2%2D345031ac1011&wsess=IT0L40GTQOpwzPB%252F%252FCDI5MKreNZxC6uoglouEWPuphM0KJCgKsHbVvF0EwJFSwXadug0HzykYQjLilkIfZEDFQ%253D%253D

EDIT: I`ve tried several times to sort a working link but cant get it right, you`ll just have to copy and paste it now.

I have sorted a domain out but apparently it takes a few days for things to point in the right place apparently.

Hope you enjoy

mike5424
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Posted: 22nd Mar 2010 19:03 Edited at: 22nd Mar 2010 19:05
I think it looks amazing! I like the robot

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Frap
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Posted: 27th Mar 2010 17:17
Feels like the end is almost in site for the highpoly version with just STL correcting and a few more fuselage details left to do.



Hassan
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Posted: 27th Mar 2010 17:25
awesome

Frap
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Posted: 1st Apr 2010 14:44
started thinkig about the scene for the high poly version.



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SJHooks
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Posted: 2nd Apr 2010 03:10
Wow, it took you about a month to make that awesome plane, and about 4 days to make [i]all[i] those awesome scenery objects...

Deathead
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Posted: 2nd Apr 2010 03:23
The attention to detail is astounding my man. Great work as usual Frap... Can never get enough of your planes, including the majority from the ww2 era.



Frap
User Banned
Posted: 2nd Apr 2010 10:34 Edited at: 2nd Apr 2010 10:36
Cheers guys, the starting wagon was made a little while ago. sadely im not that quick at modelling, wish I was. I`ll post a few screenies up of that later, all the screws and rivets etc where modelled on that. Just need to do the cable that runs to the aircraft.

I do other stuff as well tanks envorimental props etc but there is something about the ww2 planes that I love, not that I am a plane spotter or anything.

some of my older stuff is available from here.
http://www.the3dstudio.com/product_search.aspx?id_author=225276

3D For Games

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Hassan
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Posted: 2nd Apr 2010 13:34
those models are pure awesomeness! you're really nice @ planes modeling

mike5424
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Posted: 2nd Apr 2010 14:04 Edited at: 2nd Apr 2010 14:04
Quote: "and about 4 days to make all those awesome scenery objects... "

The scenery is simple, The plane is really detailed

EDIT: Oh, i didn't see the second page

Nice work! Will you be adding some people to that scene?

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Frap
User Banned
Posted: 2nd Apr 2010 19:29 Edited at: 2nd Apr 2010 19:30
to be honest I could have made that plane in around 4-5 days but I normaly only have time to do couple of hours here and there just recently though this should be changing soon. I would love to do some characters however Its the one thing I always struggle with, not sure why. Everytime I try and do one it comes out like quasimodo or very deformed. Horses for courses and all that.

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Frap
User Banned
Posted: 26th Apr 2010 22:52
I know I havnt been posting much progress lately but I have been hard at work on the model and as usual life has been trying to get in the way a bit as well. I decided that I would use this model to bake down to a more game friendly version. Been on a major reference hunt and found some great pictures at my local libary, unfortunatly I was not able to book them out or photocopy them so I smuggled in my camera and all was going to plan until I was caught by a highly irate libarian. Not sure what her problem was but apparently camera`s arnt allowed .

Anyway I have been adding all the panel details etc. ready for an amazing normal map, however this has resulted in a major clean up and error correcting exercise. It feels like the more sorting out I am doing the more errors keep appearing Not sure when this lot on the fuselage near the wing decided to show their ugly heads.



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Creating Game
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Posted: 27th Apr 2010 13:20
Awesome job Frap

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