I agree:P
Stunning job André 
(Again:P)
HH-60G Pave Hawk MEDEVAC
It’s a little bit tricky. You dount have to setup much in 3dsMax it self, only a particle system with two colors(usually full red and full green) and the desired motion, no shape of heat ripples and what ever and render it.
Next step is to import into AfterEffects and apply a horizontal displacement for the green channel and a vertical for the red channel. You might want to blur, duplicate, offset and what not the particle layer, there are many tweaking possibilities(remember to precompose the particle layer if applying any effects to it).
Have a look here
this is just awesome!!
i love it when the third helicopter appears in front of the others!
the heat haze looks already believable imo…
great! :banghead:
hi andre… 
very good job, as always, and as already said!
waiting to see the final, with the music!.. 
keep it up!
Great work, consider sandblasting the top paint to any degree you so choose.
Remember these birds are getting sandblasted from the top when they land in the desert.
Find out what the layers of paint these PAVE’s are painted with so when you sandblast the paint, the underpaint layer is exposed, whatever color it looks like. In WW II it was just silver aluminum showing, but these rotary aircraft probably have several paint layers, perhaps the base layer is a gray, dull, anti-corrosion paint. Salt and sand will do a job on a paint surface.
You figure out what operational hour look you want to give them.
The exhaust darkening on the paint scheme is great.
@Pionier: Haha i really like this movie and the movie is the reason I chose the UH-60 series and not the CH-53 Superstallion 
@Dean92: Thanks 
@scrimski: Thanks a lot, curently I rerender the particle stuff and give it a try. It shows exactly the stuff I wanted to do.
@Manuel F: Thank you!
@yan: Thanks! I hope it´s allowed for fanart to use the music. Everybody tells something different about copyright-stuff :shrug: So let´s see…
@MK-3.COM: Thanks! Hmm maybe the visibility of underlayer paint would disturb the look a bit. But I´ll do some research.
Currently I rerender the partcles for the heat layer so I hope I can post an updated testshot soon! I also think the helicopters are a bit too bright!?
Maybe I also can set up the next testshot for the rendering tonight 
Cheers
André
looks incredible, im very jealous, wish i had your skills.
keep up the good work!
WOW! how in the hell did you do that?!!:bounce:
I mean come on… really… 1 person did all that? :eek:
No way I would have said this was CG! It looks absolutly real - even the the way the chopper moves seems real.
This just keeps on getting better:)
Giom
Hi André!
Your texturing and modelling skills really rock :buttrock:. I’m interested in the uvw-unwrap process. Can you please elaborate more on this topic for me?
I’m unwraping a car model build up of a separate parts (doors, hood, etc. ) and I apply the uvw-unwrap modifier to each of them. During the unwraping I use flatten mapping which normalize the faces to a 0-1 space. I apply a checker map to all the objects (parts) of the car. My problem is that I don’t know how to achieve that the boxes of the checker map will have the same size on all parts of the car :sad:.
I tried to apply a box mapping (as you sugessted to Nazirull), but there’s no option to set the size of the box :sad:
What is your solution to retain the scales among the objects in the scene?
Looking forward for your answer and also your new updates
!
Keep up the great work!
Vlado
vladino, once you select the “UVW Mapping” modifier and choose the type (in this case “Box”), you should see three spinners that allow you to adjust the scale of the UVW box in X, Y, and Z directions. If you use the same size of box for each object, the texture scales should match up for each object you apply it to. You would need to ensure that the size of the box you choose is large enough for your largest object.
Thank for the quick reply, but this is not the thing I’m asking :sad:
You’re writing about UVW mapping, but I’m asking how to achieve the same scale using Unwrap-UVW. When using Unwrap-UVW there are no spinners to set the size of the gizmo or stuff like that :sad:.
Anyway thanks!
This is pure technical beauty, and I feel bad for not having seen this until now. I have to admit that this is the kind of skill I’m seeking to acquire, but I have to know, how long did it take you to model this helicopter? Did you go through several models, before figuring out what worked best? And how many polygons (tris) did you end up with in the end? One of my biggest concerns with my own models is efficient poly modeling and I tend to really get uptight if I feel like I’m being wasteful.
Anyways, this is a beaut. Thanks for posting.
Hi André!
I think the rippling looks great already. Nice and subtle.
What are the side effects you’re experiencing?
One of the tricks I’ve learned with heat ripples is to render the particle pass on a 128-128-128 grey background (or do that in compositing), because that is “neutral” in the displacement function in After Effects. Also, don’t blur the particle layer too much, or the heat blur will just be one blob (there’s a shot in A Sound of Thunder where they did just that, ugh).
Cheers,
- Jonas
@xLonewolfx: Thanks!
@SocramOsnofla: Thanks too
Just keep on practising, there´s really no magic behind!
@kke: Thanks!
@echotalon: Yes, all done by myself
@MarcGoecke: Thanks!
@Giom: Thanks for the nice words 
@vladino: Thank you! Well it´s pretty easy and like Telemachus already explained. If you use a lets say 300x300x300 box mapping applied to each object and using the same gizmo size everytime, your UV-chunks in the UV-space will all be the right scale and so the checker do! “how to achieve the same scale using Unwrap-UVW.” That´s the way you have to do it
And you have to do it BEFORE you apply the unwrap modifier. With the uvw-modifier and the mapping gizmo you generate useful uv-coordinates and with the unwrap-modifier you edit the details and arrange the chunks.
@Telemachus: Thanks for helping me 
@maje3d: Thanks! Hmm difficult to count the time of the modeling process. About 70% of the modeling process was research. If you do it 12 hours a day nonstop and you have the whole Pave Hawk in your mind (so WITHOUT the need of research) you can brake it down to one week I think. But who has it completely in his mind?
I didn´t went trough several models. This one is the only one. The whole Pave Hawk as you see it here has about 530.000 Polys but there is space for optimization for sure.
@jussing: Thanks
There was an offset of 2px (the amount from displacement filter) with drove me crazy. I´ll try the one with the 128 grey. It maks sense to me to use this value and I should have thought about it before
First I thought black might be the zero-displacement value.
Currently I play around with some camera angles and so on. Maybe I will change the overall colorsheme to a dark grey color which is used very often on this series.
So updates soon I hope 
Cheers
André
Hi André!
Thank you for the answer. I tried the solution you proposed, but it’s still not working :sad:. When I apply the uvw-unwrapping modifier on top of the uvw-map modifier and then use the flatten mapping the scale breaks up :sad:. I’ve made a picture of my process to better understand me:
http://www.roth.sk/problem.jpg
I feel that I’m missing something. I’ll be glad if somebody of you can help me figure this out.
Thanks in advance :bounce:!
