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created Eurocopter HAP (WIP)
on 09-22-2011 01:33 PM
UPDATE:
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Hey everyone, got another hard surface model of the Eurocopter HAP. Obviously still work in progress but I thought I've put enough work into it I'd post. Still missile the top rotor mechanics and the rear rotors are just place holders. I still got some paneling to model in and there are a few mesh errors in some corners.
Comments and crits are always welcomed 
Last edited by Hang10; 03-29-2012 at 04:44 PM..
Reason: UPDATE
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, triangle,
396 Posts,
Join Date Aug 2011,
Location Ottawa, Canada
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Body's a bit messy and blobby, I'd look at ref a bit more.
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, card carrying polycounter,
2,419 Posts,
Join Date Oct 2008,
Location London, UK
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I'm working from blueprints so you'll have to be more specific
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, triangle,
396 Posts,
Join Date Aug 2011,
Location Ottawa, Canada
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With any realistic asset that you're trying to model as close specs as possible, you should have a collection of as many blueprints and photographs as possible. Work from blueprints, and a few dozen reference pictures you spent a few hours collecting. Then Xoliul won't have to be specific, because you'll probably be able to see pretty clearly where the form and depth of the model is off.
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, triangle,
321 Posts,
Join Date Jun 2010,
Location Massachusetts
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The reason why I ask is because I have been doing exactly that. I have blueprints witihn max as well as a dedicated monitor with images of the the best angles I could find. When he says blobby I don't understand since all my face are smooth. The only area I could think of is the nose and that's what I'm currently working on right now.
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, triangle,
396 Posts,
Join Date Aug 2011,
Location Ottawa, Canada
, triangle,
396 Posts,
Join Date Aug 2011,
Location Ottawa, Canada
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The nose feels pretty blobby along with the back end section that goes from the top to the tail.
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, line,
86 Posts,
Join Date Jul 2011,
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Alright so its been far too long since an update, I FINALLY see the blob. Sorry about you guys on that one :S.
Anyways I fixed it and moved on the texture finally.
Although I don't have much done here I have the camouflage started, took me a while to get the colors I liked.
Crits as always please, every bit helps! 
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, triangle,
396 Posts,
Join Date Aug 2011,
Location Ottawa, Canada
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Another update, got all the colors on and working on the localized stuff like the weapons and rotor blades. I have a soft spec all over and a temp AO so far.
I have a few areas on the mesh I'd like to attend to like the step under the window, the exhausts for the engine and on the tail.
Anyways here's the Update

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, triangle,
396 Posts,
Join Date Aug 2011,
Location Ottawa, Canada
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Alright so added some rivets, seams and decals.
Update:

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, triangle,
396 Posts,
Join Date Aug 2011,
Location Ottawa, Canada
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Bump: Could use some critiques on this, I have is I changed the windows from a blue to grey. Pics later today.
I think I'm going in the right direction but my rivets seem a little off at this time.
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, triangle,
396 Posts,
Join Date Aug 2011,
Location Ottawa, Canada
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Hi, i made you some indications regarding the hi poly shape.

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, triangle,
492 Posts,
Join Date Dec 2011,
Location Romania, Bucharest
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Wow, Thanks a lotfor the reply! I haven't worked on the HP since I began the thread but only now did I start to notice the inclined plane when doing the rivets.
This will definitealy go to good use!
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, triangle,
396 Posts,
Join Date Aug 2011,
Location Ottawa, Canada
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I feel I've had this project for far too long. It's time I moved on, but this project was not without loss. I've learnt a lot and thanks to everyone posting I can only go up from here.
This is the final look at it:
I know I missed out on a lot of key features of the helicopter. Mainly the above post regarding the cockpit is something I completely over looked. The rear exhausts never looked right to me. I took too much liberty in modeling some parts on how I felt they should look rather then what they actually do look like. I'm still trying to find my workflow that feels right, in this one I went HP to LP and found that didn't work very smoothly for me.
When it came to textures I'm still relatively new. I've been working on a combat vehicle along side this project and similar issues came from both of them. This gives me great feedback in knowing exactly what I need to work on.
Here's the Diffuse and Spec, I left out the normal map because I only had the rivets done, I could never get anything that looked right from the HP.

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, triangle,
396 Posts,
Join Date Aug 2011,
Location Ottawa, Canada
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Comments and critiques are always needed!
I may revisit this, but now I'm declaring this completed.
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, triangle,
396 Posts,
Join Date Aug 2011,
Location Ottawa, Canada
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it looks too smooth, I can hardly see any details.
Its a nice mesh (so far as I can tell) but the textures have nothing on them bar some colour and a tiny bit of unnoticeable details :/
There is no wear and tear either like marks off of the paint on non-occluded edges.
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, spline,
220 Posts,
Join Date May 2011,
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Texturing is definitely where I lack the most. I've been doing a lot of hunting for tutorials and references to be able to put more into my textures.
I get what you mean by smooth now, maybe scyff and scratches would help?
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, triangle,
396 Posts,
Join Date Aug 2011,
Location Ottawa, Canada
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I think a normal map or some raising of rims and bolts would make a bigger difference than the wear and tear, it'd make the details visible for one thing.
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, spline,
220 Posts,
Join Date May 2011,
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Your UV is EXTREMELY inefficient!
The body, 90% of the visible surface takes up about 10% of your UV, and then some small part like the shocks for the wheels have almost equal UV space. That's completely, unnecessarily out of proportion...
I suspect you don't know about un-normalized UV unwrapping, I suggest you watch the UV'ing part from my hotrod, or get the Dozer pt2.
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, card carrying polycounter,
2,419 Posts,
Join Date Oct 2008,
Location London, UK
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Thanks for the links, I was never told how bad my UV's ever were so it's not something I worked on a lot.
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, triangle,
396 Posts,
Join Date Aug 2011,
Location Ottawa, Canada
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