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#1
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This source is somewhat incomplete, but gives you the basics of what's needed to model an IL2 plane.
http://www.smsp.org/il2/3d_modeling_bible/ The various IL2 modding sites will have more details. I'm not sure what LoD models are needed for a 3D object, probably far less than for a plane since they're low-poly already. These days, most 3D animation programs (Maya, 3DS Max, Blender) are pretty good about providing "unwrapping" functions allowing you to easily skin an object, although it is still time consuming and requires a fair bit of artistic skill to make a skin look right. Animating the moving parts and properly setting up "hooks" for breaking parts and various effects (lights, smoke, fire) is also quite time consuming. For planes and other objects with moving parts, I'd be more worried about how the animations translate from one program to another. From what I've read, often times animated parts don't transfer, or don't transfer properly, from one program to the next. Ideally, an IL2 modder has access to 3DS Max, otherwise, all you can do is make the various models, and possibly skins, and then hand off your work to someone with 3DS Max for animation. The good news is that if you're a student or associated with an educational institution, you can get a license for free: http://www.autodesk.com/education/free-software/3ds-max (FWIW, I've played around with all these programs, but my critical lack of artistic talent keeps me from making anything that doesn't look like it's made from Lego blocks.) |
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#2
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lods are a requirement of il2 engine ... and in most cases for lod01/02/03 used lod00 .... and it's not good ...
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work hard, fly fast Last edited by KG26_Alpha; 02-03-2016 at 07:45 PM. |
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#3
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Pursuivant/Sita
As mentioned early on I'm fully aware from past experience that the 3d modelling of parts is more or less the easy bit, and that the real work lies in the assemblies, animation and textures, not to mention all the LOD work. Initially I was talking more along the lines of assisting with with doing churn type work, small objects or knobs, buttons, levers, etc. However, seeing as I have two students (my kids) at home, I may as well take a look at getting 3ds-Max (if the free license offer also applies to Australia) and have a play and see how far I get. I've read through the modeling bible a few times now, usually managing to dissuade myself from taking it any further, with real life and time always being limiting factors, but what to loose giving it a go, lets see if I pick myself something small to do and then just see what happens.
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Spud |
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#4
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For start, what about some cockpits for planes that do not need too much modifications?
Like Ju-88C6, Bf-110C4, B-25C,G,H If I understand correctly, cockpits do not need complex lods, and separate mappings and skins. And maybe later, (and if possible), finish He-177 missing gunner's positions? |
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#5
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Cockpit design is a mystery not discussed in the"Bible ". I have no idea what the polygon counts are or how you do animated gauges.
Also, lack of 3 view drawings for crew stations means you need really good artistic skills to get perspective right. My ignorant guess is that it's the hardest part of modeling, even if Sita makes it look easy! For a new modeler not working with 3DS Max my guess is that static ground objects, like buildings, are the easiest objects to contribute. DT members please correct me if I'm wrong. |
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#6
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Quote:
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for example now we have long list of British hangars which will be use on new map ... also good training for modeler is ordnance ... bombs rockets and other .... but if someone want to make a pit for some unflyable at that moment plane in il2 ... it's always welcome ... for example for bomber pit limit for poly was some about 10k poly .... but not every time you can get in it ... for example Nac pit of Il4 is more ... some about 13500 or 14000 .... you can over limits ... but only if it is justified ... and no other way ... but again you must try hard to make it low less poly is better ... and few words about limts/requare ..... a lot of for that work ... for example ... every mesh must have names ... simple and logical ... there whole system for it .... needles have special name ... other mesh other name ... and more ... all meshes must reset x-form ... all static meshes must set at 0.0.0 coodrinate .... and other and other ..... all that needs to simplify life for person who will be make export for model ... those person are rare now .... i mean if you made model for il2 you must make it at 100% and be prepare to fix some thing ... because person which possibly will make export for it don't have a time to reworking it .... or fix it ...
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work hard, fly fast |
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#7
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#8
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Buildings and ordnance is something I think I could give a go, once I get the software and have had a chance to take look at it, no promises mind you.
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Spud |
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#9
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Can create stuffs for Il2 using blender?
I'm just curious, because I'm student for web design and 3d modelling (a bit), but would like to know how to work for video game... |
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#10
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Do they also need shadow model and "dead" Lod00, etc. meshes? What are the recommended maximum polygon limits? What are the size limits on skin textures? |
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