look forward to seeing this progress, if the rest as the same quality as the gear it should be pretty awesome. are you going to model the whole cockpit too?
Hey just thought i'd post a picture of the finished rear landing gear HP.
ive made a lot of progress, most of the plane is low polyed and baked already, so i just need to finish up the landing gears and then ill get to texturing!
Love the amount of detail you are putting into this! One question though, how did you do the Dunlop text? Is it just floating above the surface of the wheel?
Love the amount of detail you are putting into this! One question though, how did you do the Dunlop text? Is it just floating above the surface of the wheel?
I UV'd the wheel and slapped a displacement map on it.
the only downside is that i need to crank the smoothing to 6 or 7 iterations for it to actually work properly :P
ive decided to throw budget out the window and make it as good as possible. Obviously im going to low poly it to the best of my ability but with all the wires and such its going to be quite intensive :P My "budget" is that it runs with decent FPS in a simple scene in UDK/CE3
For some idea of what the polycount is going to be, the low poly front landing gear is currently standing at 6.1k tris, while the rest of the plane is around 9k tris (not fully complete, will still rise a tiny bit)
im expecting the rear landing gear to be quite lowpoly compared to the front, probably less than 4k a pop.
I'm a sucker for jets. Liking the progress so far. Yeah those tiny details like wires on the landing gear that aren't wrapped into a unified section will chew up your polys like crazy. But if you're cool with that then keep rockin it (and you can always point out the polycount if landing gear is hidden)
Ah I see, personally I would question the need for it if I can get away with adding it to my normal map using the nVidia filter or something similar. It just seems a bit of an overkill unless the wheel will be seen a lot.
There is some weird lumpiness in the Jet model, itself. I would like to see some wireframes for the Jet. It just feels like you didn't put as much effort as you have in the landing gear. The landing gear looks great though.
I had a lot of trouble making the surface smooth, because i had to add a lot of support loops everywhere because of the cutout landing gear holes, and those support loops made it hard to get the large surfaces perfectly smooth. What i ended up doing for the main body bake was to have a secondary HP model without the holes, and then just combined the two normal maps to get both the bevels on the landing gear holes and also the smoothness on large surfaces.
I guess its not the most efficient way to do this, but really its the only way i could figure out how to get both the sharp edges with bevel and the large smooth areas.
If anyone has any tips or ideas for future reference i would be very extremely appreciated.
As for the landing gear, I did think about just having a strip of polygons and just baking the wires in using alpha, but I decided against that because it would look a bit flat from some angles. I will most likely make LOD versions of the landing gear.
just finished a massive job on baking the landing gear/bay doors and sorting out a lot of other crap. just realized its 6:40 in the morning.. Time just flies when youre having fun huh? :poly142:
anyways i thought it would be a shame to go sleep without posting a pic first:
ill post up some proper pics tomorrow after i bake one more AO pass on the fuselage (then ill be done with baking!)
alright so bake is finished (except for the turbine... i forget something every time)
the landing gear maps still need some love in photoshop to make sure moving parts arent leaving ridiculous AO stains at their default position. Other than that im pretty happy with the results overall. One thing that i still do need to do is make the insides of the landing gear bays (currently theyre just holes in the fuselage :P) but im going to put that off for a while so i can refresh myself with some texturing work.
Pretty much everyone i have shown these bakes to have commented on the insane detail in the landing gear being disproportional to the rest of the plane.
now the fuselage is just as detailed as i reckon it needs to be. My main plan for this plane is just stick it in a scene and just render out some pics for my portfolio.. pics will be full-scene pics so there wont be any ultra-closeups of the body.
then again, the way i have made the landing gear allows for very detailed animation of the mechanics, im thinking would add a nice touch to have a few closeup videos of the landing gear moving around (doing landing gear stuff)
so anyways.. what do you guys think i should do? optimize the landing gear more (and sacrifice detail) or keep it as it is for quality's sake.
Personally I think you should keep the landing gears as is and add more subtle detail everywhere else...looking the plane itself there's not much detail to the sleek body design...all I can think of is adding the missiles and slight signs of body panels in the image.
Or putting the same amount of detail into the cockpit as well. The nuts in bolts in the landing gear would also look good placed accordingly everywhere else also.
been hard at work on the texture over the weekend and just finished my first blockout pass. Tried something different this time and made everything using vector shapes, and imo it worked out really nicely. at least my workflow improved a lot since vectors are a lot easier to edit than rasterized shapes and they dont lose definition when you move and rotate them around a lot.
and some pictures:
(these are all diffuse and baked normal only, so more normal details and specular will come with my second texture pass)
I found some better hi res reference pictures recently and ive figured out how the turning wings really look so ill be doing a few adjustments to the mesh before i continue on with my second pass on the texture.
been working on the texture some more! consider it still a WIP, im probably going to make the specular a tiny bit less flat (its mostly a problem with the gloss, im not very good with gloss in marmoset )
going to take a break from the fuselage now and start texturing the landing gear.
The cockpit interior could use some additional work.
The area around the engine nozzle doesn't match the actual aircraft.
The specular value for the fuselage is much too high in the final picture - the aircraft is painted in the Navy's standard matte "low vis" paint scheme.
yeah theres no cockpit at all. thats why im using the orange have glass dome as a placeholder until i get around to making it. going to finalize the rest of the model first so i can put it in my portfolio before i get to work on the cockpit.
the engine nozzle thing isnt 100% correct on my model, i might do something about that later but for now its close enough. the Ref you posted is first of all from the A variant and probably an older/newer version than what im using as ref. (there are so many versions and iterations of this plane that im losing track myself :P)
heres the zigzag pattern on the engine: http://www.internetlooks.com/f35ccf01100c.jpg
as for the the paint, thats a good point and ill see what i can do about that asap.
some older pictures in this thread are from CE, but theyre all outdated.
Im going to retexture the whole plane for PBR, and whether or not i use CE depends entirely on if it supports PBR by the time im at that stage. Else ill probably end up using UE4
I finished the cockpit HP last week, and took a little break from doing productive stuff to do something fun
(give it a moment to load, the image is quite large) http://triangulatemesh.com/envmap_viewer.html
started texturing with the seat.
This is my first time texturing for PBR, and one of the first things ive noticed is its a lot easier to get good results, but a lot harder to get great results
Maybe it'll get easier with time
Just discovered this thread, at first I noticed a huge gap between your modeling skills and your texture/shading skills, but that last screenshot with the seat just disproved everything I thought.
Maybe the result is a little too "clean", but that might be what you wanted. Nevertheless I'd consider giving it a try by adding a few scratches and things like that.
Anyway, keep working on this, I'm sure it will blow my mind anytime soon
wow thanks for bringing that to my attention :P, ill have to find out what the deadline for that is, but its definitely something id consider if theres enough time.
@Sebvhe hahaha texturing isnt my strongest suit, but ive been trying to improve and i hope it shows and yeah im going for the out-of-the-factory look, since this plane technically isnt even in use yet, but i guess some wear cant hurt.
lots of texturing has been done. Everything but the canopy is "ok"
i think ill do a color offset pass once im done with the canopy just to give it a little more pop.
meanwhile here's the center panel. Spent all day looking for a good font for the SFD but came up with nothing so i had to make my own.. still took me like an hour since ive never edited fonts before.. At least it should match the real thing now 99%
First of all i want to give a shoutout to Xendance for bringing the MANW contest to my attention and making my life a living hell for the past 3 months.
theyre not rivets, theyre screws which are sort of inset in to the surface... No extruding rivets on the f-35 cuz of all the stealth hoo haa. I didnt want to make them completely flat so i just kinda inset them like a screw in to wood
Replies
ive made a lot of progress, most of the plane is low polyed and baked already, so i just need to finish up the landing gears and then ill get to texturing!
I UV'd the wheel and slapped a displacement map on it.
the only downside is that i need to crank the smoothing to 6 or 7 iterations for it to actually work properly :P
For some idea of what the polycount is going to be, the low poly front landing gear is currently standing at 6.1k tris, while the rest of the plane is around 9k tris (not fully complete, will still rise a tiny bit)
im expecting the rear landing gear to be quite lowpoly compared to the front, probably less than 4k a pop.
here are pictures of the baked LP model:
https://dl.dropbox.com/u/15275414/F-35C/bottom.PNG
https://dl.dropbox.com/u/15275414/F-35C/top.PNG
heres pictures of the first HP model i used to bake (it has the holes but its very bumpy topo):
https://dl.dropbox.com/u/15275414/F-35C/HP1.PNG
https://dl.dropbox.com/u/15275414/F-35C/HP1_wire.PNG
and here are pictures of the smooth fuselage i used to bake the larger flat areas:
https://dl.dropbox.com/u/15275414/F-35C/HP2.PNG
https://dl.dropbox.com/u/15275414/F-35C/HP2_wire.PNG
I guess its not the most efficient way to do this, but really its the only way i could figure out how to get both the sharp edges with bevel and the large smooth areas.
If anyone has any tips or ideas for future reference i would be very extremely appreciated.
As for the landing gear, I did think about just having a strip of polygons and just baking the wires in using alpha, but I decided against that because it would look a bit flat from some angles. I will most likely make LOD versions of the landing gear.
might look in to it.
anyways i thought it would be a shame to go sleep without posting a pic first:
ill post up some proper pics tomorrow after i bake one more AO pass on the fuselage (then ill be done with baking!)
the landing gear maps still need some love in photoshop to make sure moving parts arent leaving ridiculous AO stains at their default position. Other than that im pretty happy with the results overall. One thing that i still do need to do is make the insides of the landing gear bays (currently theyre just holes in the fuselage :P) but im going to put that off for a while so i can refresh myself with some texturing work.
Pretty much everyone i have shown these bakes to have commented on the insane detail in the landing gear being disproportional to the rest of the plane.
now the fuselage is just as detailed as i reckon it needs to be. My main plan for this plane is just stick it in a scene and just render out some pics for my portfolio.. pics will be full-scene pics so there wont be any ultra-closeups of the body.
then again, the way i have made the landing gear allows for very detailed animation of the mechanics, im thinking would add a nice touch to have a few closeup videos of the landing gear moving around (doing landing gear stuff)
so anyways.. what do you guys think i should do? optimize the landing gear more (and sacrifice detail) or keep it as it is for quality's sake.
Or putting the same amount of detail into the cockpit as well. The nuts in bolts in the landing gear would also look good placed accordingly everywhere else also.
and some pictures:
(these are all diffuse and baked normal only, so more normal details and specular will come with my second texture pass)
I found some better hi res reference pictures recently and ive figured out how the turning wings really look so ill be doing a few adjustments to the mesh before i continue on with my second pass on the texture.
going to take a break from the fuselage now and start texturing the landing gear.
The area around the engine nozzle doesn't match the actual aircraft.
The specular value for the fuselage is much too high in the final picture - the aircraft is painted in the Navy's standard matte "low vis" paint scheme.
the engine nozzle thing isnt 100% correct on my model, i might do something about that later but for now its close enough. the Ref you posted is first of all from the A variant and probably an older/newer version than what im using as ref. (there are so many versions and iterations of this plane that im losing track myself :P)
heres the zigzag pattern on the engine: http://www.internetlooks.com/f35ccf01100c.jpg
as for the the paint, thats a good point and ill see what i can do about that asap.
here's the flight stick i finished last week, no floating details
Looking forward to seeing this finished.
you and me both
and also an overall shot of the cockpit so far:
Fast pace and nice quality... I salute you dear sir
some older pictures in this thread are from CE, but theyre all outdated.
Im going to retexture the whole plane for PBR, and whether or not i use CE depends entirely on if it supports PBR by the time im at that stage. Else ill probably end up using UE4
also thanks everyone
(give it a moment to load, the image is quite large)
http://triangulatemesh.com/envmap_viewer.html
and heres a boring old image if the panorama thing doesnt work
https://dl.dropboxusercontent.com/u/15275414/F-35C/cockpit/cockpit_milestone_01.jpg
Took me 4 days to unwrap it all, next i need to arrange all the UV shells but that should be relatively quick.
THEN finally get to baking/texturing
This is my first time texturing for PBR, and one of the first things ive noticed is its a lot easier to get good results, but a lot harder to get great results
Maybe it'll get easier with time
Maybe the result is a little too "clean", but that might be what you wanted. Nevertheless I'd consider giving it a try by adding a few scratches and things like that.
Anyway, keep working on this, I'm sure it will blow my mind anytime soon
@Sebvhe hahaha texturing isnt my strongest suit, but ive been trying to improve and i hope it shows and yeah im going for the out-of-the-factory look, since this plane technically isnt even in use yet, but i guess some wear cant hurt.
i think ill do a color offset pass once im done with the canopy just to give it a little more pop.
meanwhile here's the center panel. Spent all day looking for a good font for the SFD but came up with nothing so i had to make my own.. still took me like an hour since ive never edited fonts before.. At least it should match the real thing now 99%
also here's a nighttime shot so you can see the cool effects!
or not see them. its pretty dark, but night is dark so deal with it :cool:
PS: drat i just realized the top screws on the SFD are black for whatever reason.. theyre not supposed to be black
put it in cryengine to render some screens
All jokes aside, Im done bashing my head in to RV4 because the addon is finally done!
You can download it here: http://steamcommunity.com/sharedfiles/filedetails/?id=330990595 (arma 3 required obviously)
Here are some pics:
and the rest you can find in this album: http://imgur.com/a/BDLpS
Tested it, You absolutly deserve a victory for the contest, Olli.
But as I said on the forum, why rivets are inwards instead of outwards on the normals?
edit: also nice that you like it means a lot