hhmm yahoo must’ve notified me late about another post you made. Anyway what did you mean by:
“How’d this come out above you?”
hhmm yahoo must’ve notified me late about another post you made. Anyway what did you mean by:
“How’d this come out above you?”
some updates:


here’s my source for the spitfire:
http://www.deroeck.co.uk/planes/Spitfire-Mk-XIX-PS890.html
as the for the circles those are some troubles I’m trying to solve
the cockpit: it looks too plain. Whenever I add edges to make it look better it starts giving me weird shapes
the rotor as seen from one of the link’s picture which is this one: 
the rotor cover has this hole inside which I’m still working on. Whew more updates to come later I’ve gotta do a drawing homework for tomorrow
:arteest::wip:
ok I couldn’t help myself I wanted to finish at least one of those things I indicated awhile ago
so here’s the update:

Man after this challenge I’d love to texture this and hopefully get it right since im terrible at texturing:argh:
Raz, i would try modeling the cockpit windshield as a seperate piece. Try just detaching the polygons you have there and go from there.
@Japetus: ahh I see I’ll try that out. Thanks for the tip 
I know I’m annoying. I said I’d start drawing my homework and yes I am doing it but I just can’t get this thing off my head because it’s been awhile since I updated. So here’s how it looks like when they are combined with the zep:




Now it’s got me thinking whether to detail out the spitfire some more since I remember what Rage said about not necessarily detailing out the model if it won’t be up close.
Man, that thing is huge. I’d say start with the low rez version and try and get your project finished. After you’re done if you have time left you can detail the Spitfire and have a close up.
Thanks guys
and thanks Wyatt I think I’ll do that since I haven’t thoroughly finished up the supporting Zep yet after I’m done with one of the supporting zeps it’l be justa a matter of duplicating it to the other side 
Just a small update, it so happens I brought my usb and I was able to get my hands on one of the computers awhile ago but then a class was about to start
A.

B.

Still haven’t decided what to use yet. I’ll try to update some more when I get home
Happy day for me. Our professor sent as a text saying project was extended till next week and I seriously suck at web design especially dreamweaver. Anyway as a happy hour I updated my work 


So I’m pretty much done with mine I just need to fix the interior of the airship and if I have time fix up the spitfire and come up with a flight scene


thanks Hugo. Hopefully I can, that is one thing I do not know how to do:sad: i’ll try to update some more. Schedule of classes are tight right now that’s why I can’t 
Thanks sanketpro3d. I just realized I kept asking a lot here and posting small bits of updates, no wonder my thread is long. Embarrassing, perhaps I should lessen the small updates like what I’m about to do now 

didn’t get to work on this much yet. Maybe later when I get back from school. Does anyone know how to do claymation? Man does it take long.:eek:
hey james! nice work!
I like the flying V formation of the planes around the zep. Hey why not try having a dog fight in the background?
thanks kossak 
icegene- thanks, if i still have time I might model another plane for that kind of scene but most likely I won’t anymore. School is killing us remember?
I have a question. What, is the difference if I use Subdiv to smooth out my model or usign the smooth tool? Because whenever I use the smooth tool, it has to be around level 2 just to get the smoothness I want and the file gets heavier. Unlike if I use subdiv, it gives the same results of a smooth level 2 but isn’t heavy. Hope I make myself clear on what I’m trying to say.
Hey Raz.
Great to see you’re still plugging away at this. Something came up and I havent had time to work on my entry at all. That being said, Ill try and explain sub-d’s. Perhaps someone can correct me if I`m wrong.
What mesh smooth does is take your polys and divide them into 4 polys each and rounds out the shape based on an imaginary “curve” around the geometry. The result is that your model gets, well, smoothed, but has 4 times the amount of polys it used to, and each and everyone of these polygons is editable (ie scalable, translatable, rotatable, etc).
A Sub-D surface is similar, yet different. For one, it is a different type of surface than polygons. (kind of like how NURBS are a different type of surface). The extra polys, though, are “behind the scenes”. You get the same smooth looking result, only you can`t edit each individual poly. This gives you a smooth result, but without the hassle of trying to tweak tiny shapes. Your original polygons are still visible and you can make changes to these. What you are doing, in effect, is making changes to 4 polygons at a time, so your changes are more global.
On a side note, I tend to work mostly in Sub-D. Even on my low rez mesh, which I usually allways create in polygons, I’m always modeling my topology to work well with Sub-D. Once I get a good box-in from my base and it holds up in Sub-D…most of my work is done in this state. One thing I love about Modo is that sub-D’s and Polys are essentially the same. Sometimes things look alright in poly mode, but prety bad in sub-ds if you havent topologized your mesh the right way, and sometimes things look great in sub-d, but terrible in poly mode. Purely working in sub-d can be a nightmare in my opinion (they can be hard to predict at times), but in my opinion it is worth learning the discrepencies and powering through the hairpulling (argh-why cant I get my mesh to look right!). Eventually you come out the other end and appreciate them.
One last thing: When sub-d’s were introduced, the idea behind them was “the smooth look of nurbs with the power of polygon modeling”.
Cheers
-Rage