Hawker Hart: anyone got good refences ?

a simple little lewis gun for the scarf ring on the back.

Beautiful Sporran, that’s a heck of a lot of good work but clearly a labour of love.
:cool: :cool: :cool:

Thanks Whizz,

Santa was good, so i now have a 9600gt whilst i wait for my replacement 9800gt, so I can get back to working on this.

Bumpmap done for the rear horizontal stabiliser.

Grey bits bumped, Orange to be done.

And started a Low LOD version of the cockpit, for external shots mostly ( in my mind at the moment).

I will do a high LOD version as well, using renders of that for textures in the LOW LOD cockpit ( which might get even simpler )

Finaly got the fuselage UV mapped to my satisfaction and spent time experimenting with texture sizes, for the level of detail i want, and the sharpness i also want for the image the bitmap size is 3600x2000, these are a whole order larger than what i expected, so for similar details in the wings, their bitmaps will also have to be scaled.

The above image does not show the bumpmap for the fuselage, just using my panel guides as a stand in.

Looks very sharp. :slight_smile:
Can’t wait for a final render on this one!

That’s inspiring work Sporran, very nice mate, loving your updates

Ming

Somehow, ive managed to bork my uv map, didnt notice until i had spent several hours painting rivets onto the front metal… {expletive}!!!

borking visible at the top of the fuselage.

I am also concerned about the clarity of the rivets, and might up the size of the bumpmap even more, not so much for the bumpmap itself, but for the difusion map which will be derived from it.

With that will have to come a redo of the wings, as their relativly low res bumpmaps are already looking weedy next to the fuselage.

Sporran

wow

are you looking to bring it in the sim ?

No Radar, i have discussed this earlier in the thread, but to recap,

I dont work in 3dmax, which seems to be the main 3d platform for generating 3d content in games.

I am not prepared to go to the huge lengths required to prep a model for gaming ( lods, lod textures etc etc ), especialy working from a non native format.

However, once i am finished my model, i shall make it freely available should anyone else wish to integrate it into a game.

Thanks for asking though m8

~S~

Sporran

i see i didn’t read the whole topic earlier :o

i have references for the 3d part of “build a new craft” process but i’m really not a 3d guy :smiley: instead of a coder
an i think i won’t go too far even with the coolest of the models if it need to be edited :wink:

beside there should be a kind of “best practice” for build each il2 plane part with low cost in terms of working hours: this said me a friend his jobs are in the stock sim since a while.

once done a LOD0 the rest part is almost clone, degrade and apply materials

S!
d.

Yup Radar, unfortunatly, i dont do this for a living, it instead being a learning exercise for my own education.

This was probably a mistake taking on this aircraft as my first serious attempt, the complexities seem to be never ending :roflmao:

I am learning a great deal.

Sporran

i think most people who does such kind of things is moved by passion putting
how much time the can/wish/desire with their learning attitude whatever their job is

:slight_smile:
d.

It looks good so far Sporran, I’m impressed. Given that this isn’t commercial, I think it may be a good subject to start with - you learn more faster when they stretch you :slight_smile:

Colin being ancient I have evolved some techniques to keep what passes for my project-tackling mind on an even keel

One of them is the ‘back burner’. This is a place where I put my projects when I need to come back refreshed. If one does not take a break one cannot come back refreshed :slight_smile:

This works for everything. I put the guitar down for a week or two and when I pick it up again mysteriously everything comes more easily

I mention this because I just came back to my airman’s head this last week and boy am I enjoying myself, UVs have mysteriously become an open book and so on :slight_smile:

I haven’t seen any work of yours that I have not found inspiring mate. Just thought I’d mention it :slight_smile:

Ming

Coilin, I’m not sure if you are still working on this, but, if so, scroll down this page: http://forum.planetalk.net/viewtopic.php?t=6986&highlight=warden - there’s a Hind near the bottom

I am indeed Painter. Just taking a little break as well, things didnt go as planned and a lot of work was lost ( all the result of one undo too many, unoticed until too late. ).

I have the UVW map properly sorted now and over the next week intend redoing the the main bump layer, rivet bump layer, difusion layer ( grime buildup ) stiching layer ( for the canvas areas in fuselage ), type markings layer and sorting out the silver paint and burnished aluminium textures for a silver wings example.

Once all thats done, it should be relativly simple to mark up in various squadron markings, 602 initialy.

Nice Hind as well, thanks.

Colin

Hi Folks, a bit of an update on this work, mostly texture stuff but getting the detailing done as well, learnt a lot of stuff with this model, mainly, get good references before starting any aircraft, 3 views cannot be relied upon to be accurate.

Sporran

Great, I’ve been missing the updates.

Really like the hammered(?) metal finish, not a thing you see too often in pristine 3d models.

Superb job Sporran, admirable work!

You might think about putting your models on TurboSquid mate so you get a few quid for beer and jollys

Neoqb tell me that there’ll be an SDK for model builders for RoF later and I remember them saying that model builders will get paid something for supplying models

Not to be mercenary I mean, it’s not so much about the cash as the sharing. But incentives are a good thing :slight_smile:

Ming