MI-24 - A Russian Aviation Icon


#521

Germän äckzent for ze vinn!

This one makes me wanna pick up 3d again.


#522

Thank you for the tutorial! I didn’t know about painting in color on a reference. Also modeling in different parts was something I was unsure about.


#523

I just skimmed through the video but it was a bit light on specifics. For example, you mention how it’s wrong to build the base model as one part, and that each part should be tackled as a separate piece. I actually agree with this. Later, you mention splitting up parts and giving them thickness. Splitting them from what, if not a base mesh? The way the edge loops of different panels match up with each other exactly also seems to indicate they were derived from splitting up a larger base object. Also, with a complex area like the cockpit you have the issue of maintaining surface continuity. It would be tough to model two panels from scratch that had perfect surface continuity where they met, without using an underlying mesh for guidance. I think it is OK to use a larger base mesh as a guide, to take advantage of the interpolation properties of the Sub-D technique, as long you only use it as a guide for later on splitting off individual parts. I think that’s what you meant, but i’m not sure.


#524

oh man! Thank you for this Andre! :bowdown:

Very elucidative.
Can´t wait for the texturing part. :bounce:


#525

@AlexSarakapudaff: Thanks glad to hear you like the video, especially when it’s the first one you sent out there into the world :slight_smile: More detailed information will follow in the actual dedicated videos. This one is just suppose to be a general overview with a few thoughts and tips. It would have been too much for a first video.

@Poisk: Thanks and yeah it’ll be all covered!

@scrimski: Haha yes and you should!

@mister3d: Yeah it makes stuff way easier to understand. In the end it basically can be all different parts which the real bird is made out of. Of course the start shape would be one to get the continuity of the curved surfaces.

@Telemachus: Yeah not much specific stuff in here, it’s just supposed to be an overview, hence the name :slight_smile: What I meant with “it’s wrong to model it out of a single part” is that you will only run into headaches when you model the entire thing out of a -single- piece so every little thing is connected and flowing out of everything. Like for example you have an antenna on the tail boom but instead of just sticking the antenna object onto the tail boom you extrude it out of the tail boom mesh. That is what I meant and saw a couple of times, even in feature production during QC. I model the base mesh of the entire fuselage, meshsmooth it once and then I cut it into the single panels and work on those. That’s all the magic. So far this method worked fine for me.

@utopia780: Thanks, glad you like it too! Yeah that stuff will come soon :slight_smile:

Really glad to read that you guys like my first video!

Cheers
Andre


#526

Ah, I see. That’s what I thought you meant :). Yeah i’ve seen the “all-in-one” method myself and it is a big headache. I saw something for C4D a while ago, some kind of plugin that allowed you to model in the boolean style while maintaining a valid sub-d mesh. I forget the name of it but it looks like it would be a big help for those who like to model with a single piece. Routing edges can be a nightmare sometimes, unless you enjoy puzzles.


#527

That’s music to my ears!


#528

Love the video, Andre. Can you do one on the part of your model that gives me nightmares - the rivets? Fantastic work! Also, I’m curious how much overkill would this be compared to a digital model used in production. Is there any easy comparison?


#529

@Telemachus: Ah ok :slight_smile: Yeah there are so many ways of doing stuff but the “all-in-one” is definitely the wrong one. I follow the idea of if something is made out of several parts in reality, the model can be too and often should. I’m curious about that boolean tool and how it cleans up the geo.

@utopia780: Yeah I’ll do some more general ones first as some sort of overview of the different tasks like modeling, texturing etc. The dedicated ones require much more planning and structuring. Maybe I make a course out of it, let;s see :slight_smile:

@Artbot: Thanks! glad you like it so far. Rivets? Good point, gonna cover that too sooner or later :slight_smile: Overkill or not always depends on how the shots layout is. This level of detail would only apply to hero assets that get featured in close ups. So it’s definitely a case by case thing.

Thanks for watching and the feedback!

cheers
Andre


#530

Man the tail fin was a beast to texture :slight_smile:

Click on image for full res

And the other side

Click on image for full res

Slowly moving towards getting all textures out of the door.

Hope you like it!

Cheers
Andre


#531

That’s one more amazing piece of texture.

I’m aware that texturing is a hard job… but you make it look simple.

Great job Andre! :beer:


#532

Fantastic Andre! how many maps do you have in total for the whole bird? curious to know :wink:


#533

Stop posting photos :slight_smile:


#534

Im curious to know Andre how long would you be given to complete this model in a production environment? From blueprint setup to final textured model? For me it would take years , but in general how much time would you have? As always amazing work!


#535

Firstly the video tute for me personally I found quite useful in particular texturing, where I’m weakest at the moment but trying to improve, so thankyou very much for those insights.

Anyway that tail section looks again as with everything on this Hind, absolutely insanely detailed plus I’m continuingly being amazed by the skill level on display.

Cheers :wink:


#536

@utopia780: Thanks, ha yeah texturing eats up more time now than modeling :slight_smile:

@jonathankrijgsman: Uhm right now I have about 36 8K maps (bump and diffuse combined) and there are still 5 or 6 patches left to do. Once all of those are done, each patch gets a proper reflection and glossiness map too. Counting all of that it’s going to be about 100 8K maps.

@scrimski: Haha far away from that in my eyes :smiley:

@Gadzooks: Interesting question. Of course it would totally depend on the kind of shots you are making this asset for. Cramped into 8 hour days and if I would have to do everything from A to Z in the level of detail I am doing it now it might be a 3 month job. That is totally guessed as I wasn’t smart enough to track my actual time I am spending on it. Usually this kind of detail and accuracy isn’t necessary in a production and would be considered being overdone. Of course there are super mega hero assets once in a while but then they are specifically designed for the topic of the movie and therefor there’s a lot of freedom in the detail works as there’s no real life counterpart.

@sakboi: Thanks, glad to hear you like the video. Actually the longer I work on this one the more i am convinced it is more a game of patience rather tahn a certain level of skill set :slight_smile: Unless you count patience as a skill.

Moving on to the next parts…

Cheers and thanks for stepping by!
Andre


#537

Got the next video out. Some basic ideas about texturing and UVs!

[VIMEO]104662869[/VIMEO]

I hope you enjoyed watching it.

Cheers
Andre


#538

Oh man!

Thank you so much for sharing your knowledge once more.
Really appreciate it!


#539

@utopia780: Thanks, glad you like it!

Some weekend render fun

Cheers
Andre


#540

Wow!, reminds me of those Afghan, Iraq war shots of Helo’s landing and taking off.

Cheers :wink: