Hello everyone
This is the first time I publish my work on Polycount and I’m very honoured to be among all of you.
I’m working on probably one of the least know DC airliner series, the Douglas DC-5.
Some history
The Douglas DC-5 was a 16-22 seat, twin-propeller aircraft intended for shorter routes than the DC-3 or DC-4. However, by the time it entered commercial service in 1940, many airlines were canceling orders; consequently, only five civilian DC-5s were ever built. With the Douglas Aircraft Company already converting to war production, the DC-5 was soon overtaken by events, although a limited number of military variants were produced.
This is also the first time I use Max, so please be a bit gentle with the critics.
The model is intended for an adventure iPad game.
Please post your comments and critics.
Mr. Smith
Replies
- BoBo
Mr. Smith
@Xoliul: I've resized the original images, so I hope they load faster now.
Here are some wireframe shots, to get a better look on how I did things.
Please post your comments and critics.
Mr. Smith
I've added a basic landing gear, a door and some textures for the propellers.
Be sure to post your comments and critics.
Mr. Smith
@Samfisher84 I will look right into it and post an update as soon as possible.
@Xoliul I admit it looks a bit simple, but I'm new to Max so I haven't discovered all the tools yet. Can you give me some directions how I can best do this?
Mr. Smith
Also looking at it again, i think the profile of your wings is not very aerodynamic yet, the back part looks way too fat. Make sure you have this sort of profile:
I will start with making the wing some more aerodynamic and then connecting it to plane.
I think it would be really helpful if I can compare it with your wireframe shots. :thumbup:
Mr. Smith
Does anyone know how I can clean up this geometry? I think it can save a ton of polygons.
Mr. Smith
I then chamfer the central vertex that has all of these lines attached, then inset a small amount, negative extrude a little bit then more - then delete that polygon.
Not sure if I have explained it very well though
I think you need to take stock of what you want your polycount to be. if you look at the amount of segments on Xoulil's fuselage, and compare it to yours, you notice what I'm talking about.
At the level of detail you have for the rest of the plane, I would say that those portholes could be around 8-12 segments, and not somewhere in 40's
Just nail down your spec (Next gen? Mobile game?) so that you don't have discrepancies in the overall detail of your model.
good work though
@Bonebrew22 I forgot to mention it in the first post, but the plane is intended for an iPad game. I will update the first post right away.
And thanks for the positive critic.
I've just deleted all the faces with the holes from the windows and the door in it and created new fresh ones.
I think I will use a bit from every method posted, create some extra edge loops for the edges to run of to, use the pro boolean tool and a cylinder with less sides.
I'm again one step further in my project. :thumbup:
Mr. Smith