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3 Dimensional Chat / Low poly apache helicopter

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Mucky Muck Ninja
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Posted: 10th Aug 2005 01:38
I am modelling a low poly apache copter and was wondering what others think of it. C&C welcome. In a few i will post the actual file but for now its just pcts . It is 1126 faces.



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BiggAdd
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Posted: 10th Aug 2005 01:40
hey thats realy good!!! nice work


SSDD
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Seppuku Arts
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Posted: 10th Aug 2005 01:41
good work mate keep it up

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Mucky Muck Ninja
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Posted: 10th Aug 2005 02:23
Thank you! There is nothing wrong with it?? I find that hard to believe. Don't spare the horses lol. I'll post the file after im sure there are no changes.

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dark coder
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Posted: 10th Aug 2005 02:51 Edited at: 10th Aug 2005 02:51
well if you must,

the metal surrounding the frong landing gear needs to be one peice and smoothed so from a top view it would look a bit like an oval just flatter at the sides.

the gun on the underside is too thick aswell as the gun itself being incorrect, the hydra pods have a cylinder in the middle on your mesh it should be a rectangle connecting to the other mounts for the hydras.

the antenna on the front of the optics is too thick, the air vent under the main rotor should be slanting inwards as it starts with 2 vents.

the tail shaft looks square? it should by cylindrical at the top. i think the rotors arent at 90 degrees to eachother they should be more like 30 degrees so there close together

but as you say it is lowpoly so i cant comment on the blockyness of some areas.

ps: thats all coming from memory as ive modelled 2 of these helis before so i may have forgotten a few things


Mucky Muck Ninja
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Posted: 10th Aug 2005 03:46 Edited at: 10th Aug 2005 03:49
Unfortunately I didn't understand everything you said lol But I did change what I could.
Im not sure what exactly you meant by the metal surrounding the front landing gear and I have no clue what a hydra pod is. Also there is actually a roundish part on the top of the tail which you can sorta see in the wire. I guess since it is flat shaded you can't really tell and it blends in to look flat. I made it a little rounder tho in this pct and changed the camera angle a bit.


Thank you very much for the crit!



EDIT: you can't see it in the first pct so I made another: This is the change to the vent


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dark coder
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Posted: 10th Aug 2005 04:56
ok heres some pic links to show what i mean,

the back bit looks like this http://public.andrews.amc.af.mil/jsoh/images/planes/ah-64-2_large.jpg

hydras are the missiles on the outside of your model and you can see there arrangement aswell in this pic http://www.heliport.de/ah64img/ah64d_1.jpg

and in the last pic you can also see the 2 air vents above the cockpit and the large rounded metal thing surrounding the front langing gear.


Mucky Muck Ninja
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Posted: 10th Aug 2005 05:55
I understand finally!! Ok here is the new version.
Front:

Back:

Another wire:


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BiggAdd
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Posted: 10th Aug 2005 08:06
Maybe the Ends of the blades dould like... sag under their own weight... if u know what i mean.

http://www.thundermaster.com/306reunie/apache-b.jpg

They drop a bit... as do all large helicopters.


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Mucky Muck Ninja
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Posted: 10th Aug 2005 08:32
I didn't really want to do that cuz if it was being used in a game most likely they wouldnt' want the rotors sagging while its supposed to be flying Anyways here is the .x model. I have no idea whether or not the textures will be in it...I doubt it tho blender seems to have probs exporting to games.
Model is royalty free do whatever you want with it. Just don't say you made it :p
Not sure if it will actually load in db anyway..don't program anymore.

Explain to me why some people pay money for 3d software? Its not 3d till its been blended. wwww.blender3d.org

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Mucky Muck Ninja
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Posted: 10th Aug 2005 08:33 Edited at: 10th Aug 2005 09:26
sorry for double post but here is the .blend file for you blenderheads out there


EDIT: Just for fun I made a little scene with my copter:


Me go sleepy now.

Explain to me why some people pay money for 3d software? Its not 3d till its been blended. wwww.blender3d.org

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BiggAdd
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Posted: 10th Aug 2005 09:44
Hey brilliant texturing. Yeh i see ur point about the saggin. you could always put bones in the rotars so when the blades stop the sag... but maybe thats toooo much detail lol.


SSDD
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discostu
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Posted: 10th Aug 2005 14:58
Thats a kwl model nice scene too. I cant animate for toffy lol.

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Mucky Muck Ninja
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Posted: 10th Aug 2005 19:20
Lol thanks...all I did for texures was find a camo pct and assign it to the copter, then used some vertex groups to make the cockpit a different texture.

Explain to me why some people pay money for 3d software? Its not 3d till its been blended. wwww.blender3d.org
Neodelito
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Posted: 10th Aug 2005 20:12
Nice.. well done man... i love low poly.. (my old pc too)

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dark coder
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Posted: 10th Aug 2005 20:29
apache only comes in green

and the engines look a lil strange on the apache the engines are pretty much a box with 3 exhausts at the back

and what happened the the tail rotor on your scene? and it looks good


Mucky Muck Ninja
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Posted: 11th Aug 2005 01:25
Ah my bad..maybe i can find a nice green camo pct. Lets say its an interpretive apache :p
And the rotor apparently is spinning too fast to be seen. To make the blur I made the rotors complete a circle in exactly 1 frame, then turned on motion blur and rendered.

Thanks again all for your comments

Explain to me why some people pay money for 3d software? Its not 3d till its been blended. wwww.blender3d.org
mm0zct
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Posted: 11th Aug 2005 03:19
tip for rotor blades, just use a large plain with the blur textured onto it and ghosted then rotate the plain slowly, don't bother with animated rotor blades because they won't look right unless yuo monitor can refresh several thousand times per second and your game runs at that speed too.

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Mucky Muck Ninja
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Posted: 11th Aug 2005 03:34
Well ya...but for a still pct motion blur works pretty darn well.

Explain to me why some people pay money for 3d software? Its not 3d till its been blended. wwww.blender3d.org
Xenocythe
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Posted: 16th Aug 2005 20:56
Ehh... When I load it it doesn't appear on the screen (DBC)
Sol462
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Posted: 16th Aug 2005 22:51 Edited at: 16th Aug 2005 22:52
I tried the DX7 XFile utility, and the DX9 MeshEditor, and it dosen't show with either.
Nice helicopter though. I bet the problem's with the Blender .x exporter. Heard of that happening before.

Supremacy
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Posted: 17th Aug 2005 03:00
why did u mesh smoothed it ? that looks really bad , i was hoping you would unwrap the model and had textured it, guess you took a shortcut on your work, it looks bad m8.


Mucky Muck Ninja
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Posted: 17th Aug 2005 03:53 Edited at: 17th Aug 2005 03:57
I don't know how to unwrap lol sorry. Im guessing it is blenders x export cuz I never got it too work, as I said. Thats half the reason I stopped programming lol.
@Supremacy, do you mean the scene render or the game model version? I didn't smooth the game model version, it seems that db has a habit of making solid things smoothed.

Explain to me why some people pay money for 3d software? Its not 3d till its been blended. wwww.blender3d.org
Van B
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Posted: 17th Aug 2005 11:42 Edited at: 17th Aug 2005 17:36
It's completely out proportionally, but it looks cool. If your trying to recreate anything you need concept art to trace around - nobody guesses proportions these days. I just finished an apache so I know there's some real nice reference material through a simple google image search.

One quick note though, the back propeller is actually 2 seperate blades next to eachother. Just thought I'd mention that as I did'nt notice that right away. Mine weighed in at about 2000 polygons, what's the polycount on that?

Texturing heli's though, well it's just hellish - it's taken about 3 times as long to texture as it did to make the thing, they're so damn fiddly!.


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Darkbasic MADPSP
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Posted: 17th Aug 2005 16:03
Quote: "why did u mesh smoothed it ? that looks really bad , i was hoping you would unwrap the model and had textured it, guess you took a shortcut on your work, it looks bad m8."

Why does it look bad it's great look at his screen!

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Supremacy
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Posted: 17th Aug 2005 18:20
because if you look at the model, it looks like "melted"
instead of having hardedges like it should. I like the model when it isnt "meshsmoothed", because he didnt smoothed the normals, he meshsmothed the hole thing. that's bad imo.


Mucky Muck Ninja
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Posted: 17th Aug 2005 23:07
Ok sorry here is the render with no subsurf.


And it is 1122 polys. Doesn't matter tho as it is unusable.

Explain to me why some people pay money for 3d software? Its not 3d till its been blended. wwww.blender3d.org
Supremacy
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Posted: 18th Aug 2005 02:12
HAAAA much much better ! now, just give a touch in the cockpit window, and smooth group it


Mucky Muck Ninja
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Posted: 18th Aug 2005 04:15
I tried exporting to wings 3d and then 3ds so here is a 3ds apache. Not sure if its textured or not. I made it blue instead of camo. Wings doesn't seem to support textures that use images :/

Explain to me why some people pay money for 3d software? Its not 3d till its been blended. wwww.blender3d.org

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Supremacy
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Posted: 18th Aug 2005 09:08
ha great, do u mind i fix it a bit and texture it ?


Mucky Muck Ninja
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Posted: 19th Aug 2005 02:01
Whatever you want

Explain to me why some people pay money for 3d software? Its not 3d till its been blended. wwww.blender3d.org

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