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Malaveldt
10-07-2003, 04:00 AM
Hello, everyone. I've been working on some models for my demo reel, and I just completed this airplane inspired by a variety of WWII and earlier aircraft. I'm fairly new to the field and I'm trying to develop my skills. There are a lot of talented people here, and I'd like your input, if you have a moment, and to your overall impressions as to the quality of the model and how I can improve it.

This was modeled with 3ds Max 5 and texured with a combination of Deep Paint 3D and Photoshop. It took 4 days, between 4 and 6 hours a day.

I'm looking for comments and criticism on my modeling and texturing in particular.

BTW, special thanks to Skyraider3D for inspiring me to model something like this. Thank you.

http://pages.sbcglobal.net/doscher/bomber/perspec1.jpg

Here are some additional images, including a wire and my texture map:

another perspective shot (http://pages.sbcglobal.net/doscher/bomber/perspec2.jpg)
a rear shot including the cargo bay (http://pages.sbcglobal.net/doscher/bomber/perspec3.jpg)
plan and elevation (http://pages.sbcglobal.net/doscher/bomber/elevation.jpg)
wireframe (http://pages.sbcglobal.net/doscher/bomber/wirebomber.gif)
texture map (http://pages.sbcglobal.net/doscher/bomber/texture.jpg)


I have also uploaded a small divx of the model being panned around:

divx bomber (http://pages.sbcglobal.net/doscher/bomber/bombertest.avi)

Thanks for looking!

SJames
10-07-2003, 04:39 AM
Very cool :thumbsup: !

Nice job, I really love the design. I love those Crimson Skies esque planes...

It looks like the top part could detach from the bottom part if it had to, that would be cool :p

RmachucaA
10-07-2003, 05:36 AM
very nice idea and modeling, one thing to critique:

The textures are too blurry, obviously too much use of the burn tool or something alike, add some definition.

Malaveldt
10-07-2003, 04:27 PM
Originally posted by SJames
Very cool :thumbsup: !

Nice job, I really love the design. I love those Crimson Skies esque planes...

It looks like the top part could detach from the bottom part if it had to, that would be cool :p

Thank you. I hadn't considered the possibility of having the top detach, but I think I might up a larger design that can do just that. Funny thing is, I wasn't even thinking of Crimson Skies when I did it.

Originally posted by RmachucaA
very nice idea and modeling, one thing to critique:

The textures are too blurry, obviously too much use of the burn tool or something alike, add some definition.

That's what's missing! Thank you so much, I sensed there was something not quite right, but I couldn't put my finger on it. I'll revise the skin and post an updated version.

RmachucaA
10-07-2003, 07:15 PM
glad i could help.

LowJacK
10-07-2003, 09:37 PM
That is pretty decent for a game/low poly model. For your demo reel, it would be good to do a low and high version of the same aircraft. Shows that you can do both efficiently.

When showing your wireframe, you should hide any lights, rigs or other implicit's that block or clutter your view.

Malaveldt
10-07-2003, 10:21 PM
Originally posted by LowJacK
That is pretty decent for a game/low poly model. For your demo reel, it would be good to do a low and high version of the same aircraft. Shows that you can do both efficiently.

When showing your wireframe, you should hide any lights, rigs or other implicit's that block or clutter your view.

Thank you for the advice. I just finished the model, and I suppose I got a little overly excited about being able to show it off. :)

I like your idea about the multiple polycounts. If this one is 3750 with 2 x 1024sq maps, would you say the lower poly model should be about 2000 polys, or lower than that?

Kel Solaar
10-07-2003, 10:30 PM
Nice design :)

2DThreeDee
10-08-2003, 12:37 AM
actuly this is the kind of polly level for a in game model you should do a realy smooth version with loads of details and stuff probebly 100,000 pollys plus..

LowJacK
10-08-2003, 01:49 AM
No man. Your poly count is good. Smooth it out, add some small details. Something that you can do a close-up on. Increase the texture size two or three times. Improve the detail in that also. You would then be able to show range in your modeling skills.

Honestly....I just want to see this thing looking badass. It is a cool design.

LowJacK
10-08-2003, 01:55 AM
Oh yeah. If you do an interior, keep the texture map off any exterior goemetry. Get your low poly version down to one image. The second texture map, interior only, can be used occordingly.

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