MI-24 - A Russian Aviation Icon


#461

@scrimski: Thanks a lot for the links, gonna go through those and see how I can use that. Yeah the scratches being static in animation is a problem. I recently saw a nice high res video of how those scratches behave in motion and I just have to replicate this. Maybe tracking a sequence is the way to go for now as you suggested. You should pick up max again. Isn;t Autodesk working on making it available for other platforms right now?

@Ashford_Butler: I use a shell modifier during the modeling process but in the end the panels by themselves have no thickness, just a border around it to implicate thickness.

Just a small bump to prevent this thread from getting closed.
Not much time these days as i was so wise to take on two jobs at the same time :stuck_out_tongue: Long hours every day but hopefully that’s gonna change soon and I’m getting some Hind-time back :slight_smile:

cheers
Andre


#462

Great work with the textures! :slight_smile:


#463

@Nightpinsk: Thanks!

I hope I can blow the dust off and pick it up again soon…

Cheers
Andre


#464

Back on this never ending thing.
Wanted to start reorganize some shaders but max complains it’s running out of memory when I put all textures into a single VrayMultiTex. Anyone any clues? All as single VrayMaterials is fine. RAM usage is far below limit too.

4K

Cheers
Andre


#465

Hey André,

nice that you’re back on it! :slight_smile:

As you know, I’m much more into vray for maya than vray for 3DS Max but I just noticed that there is now out of the box UDIM support in vray 3.0 for max which seems to be a new feature there. Don’t know if you already switched to vray 3.0. In this case, you could consider organizing all the separate textures in UDIM logic. Don’t know how this is solved exactly in max, but in maya you would then simply use a <UDIM> wildcard in the file nodes texture path and thats it. One shader for the entire copter hull, pointing to unlimited number of uv patches automatically looked up while rendering. If I’m not telling anything new here, just ignore that :smiley:

cheers,
Manu


#466

Hey bud,

yeah great to have a bit of time again for this one :slight_smile:

Yes, the entire bird will be reorganized from the ground up. So far I focused more on all sort of things I wanted to get out of the way first. In the end it’s basically the same way you did your C-47 in terms of reorganizing it into UDIM spaces.

Cheers
Andre


#467

Perhaps try turning on the Bitmap Proxies/Paging in the Common Tab in render settings or increasing the Dyamic Memory Limit?


#468

" coucou " André
insame model , like your others copter , crazy model , textures lights … . .excellent ! !
keep it up ( for sure )

best regards

Kaddd


#469

Fantastic works Cantarel!
I love your thread!


#470

That latest render blew my mind mate. I’m getting inspired to work on my pilot / ah-1z again. Problem is I just started back on a film doing 12 hour days. I’ll find sometime in there though because this is way too inspiring!


#471

@japetus: Hmm will try that too but first I’m gonna try the composite after I sorted the UVs into their correct UDIM spaces. Should work I hope :slight_smile:

@KaDDD: Merci beaucoup! Yeah have to finish this beast soon!

@utopia780: Thanks for the kind words!

@tewicks: Yeah would be great to see some new stuff from your amazing chopper! I know about the problem of squeezing time out for personal projects when working at a company too well. For sooo many months my Mi-24 was just sitting around doing nothing at all. Especially for the 12 months I was on White House Down for example or recently where I was so smart to take on two jobs at the same time :smiley:

Alright, gonna work a bit on it today. So many things to choose from: modeling cockpit stuff and UVs, start texturing the tail boom, cleaning up the files, gettinbg the rotor head ready for rigging… decisions, decisions :slight_smile:


#472

Just a quick fun render using HDRs I got from my buddy Manuel Flemming.
Now back to texturing :slight_smile:

Cheers
Andre


#473

Wow very nice, very believable render! especially the windows


#474

Man that’s huge!

Once again, a kick-ass render!

You are living inspiration Andre!


#475

looks great!
but i miss visible glossys on the textured hull. is it really that diffuse? looks a bit to flat at the moment. but i dont know if you have diffuse only at the moment for that parts so it might be the current building state.


#476

Great render!! Awesome to see this beast in there :slight_smile: It also integrates quite nice in terms of colors! Can’t wait to see this when all panels are done and you focus on actual shading.

Sitting here and waiting for updates :banghead: :beer:
Cheers buddy!


#477

@jonathankrijgsman: Thanks!

@utopia780: Thanks for the kind words, glad you like it!

@Kzin: Yeah this one is so weathered and run down, it’s pretty much dull and diffuse. It has been outside for a few years without getting maintenance at all. Right now I only have diffuse and bump maps. The reflection and glossiness will come later and then I will squeeze in at least a bit of glossyness to make it a bit more interesting even though the real bird has none at all anymore.

@MFlemming: Thansk and yeah it was fun to see this bird in a new environment for a change :slight_smile: And oh boy I can’t wait too to do the final shading! First texture round is getting all diffuse and bump done, then reflection and glossiness. That’s 4 8K maps per panel :smiley:

Chewing away the left over parts piece by piece, rivet by rivet, scratch by scratch :slight_smile:

Cheers
Andre


#478

It’s been a while Andre! The render is Ultra Clean! I hope the exercise helped in keeping up the motivation.
I finally switched to VRay, what an amazing piece of software. I’m really happy that my work finally look like yours :slight_smile:


#479

You have achieved some nice realism there, loving it!


#480

Hi Andre. Excellent renders!
I dont know exactly at which state is your shading WIP, but I notice that the front wheel, doesnt show the same dirty wheel like those on the back.

And also the black areas are to clean.
Is just my opinion.

Looking good and following to see the next renders…