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General Advice - Spitfire
show user profile  Flamin_Squirrel
Greetings.

I'm currently putting together a model of a Spitfire, and I'm looking for some general advice on how to improve it, or my technique in general as I'm fairly inexperienced with max.

My general method was to trace the cross sections of fuselage and wings on the blueprint with splines. I then turned the splines into editable meshes and linked the resulting vertices together to produce faces, creating the model shown below. It's fairly low poly at the moment, but from what I understand you only want to mesh smooth etc towards the end.

The main problem with the way I've done it is that getting the area where the wing and fuselage join right was very difficult. The shape looks ok, but as you can see from the render the model has 'creases' in it, especially in the fuselage near the front of the wing.

I include a wire frame render to show the poly arrangement too.

read 779 times
2/20/2009 5:53:37 AM (last edit: 2/20/2009 5:53:37 AM)
show user profile  Westcoast13
Oh, that kind of Spitfire. :)

Have you done any poly modelling tutorials? It would be worth it.

The wing/fuselage area looks funny because there are some weird triangles and shape joining going on there. If you neaten it up to remove that, it will look smoother.


My Turbosquid Area

read 773 times
2/20/2009 5:59:26 AM (last edit: 2/20/2009 5:59:26 AM)
show user profile  Flamin_Squirrel
I think I know which bit you mean, the trailing edge root that has a short, wide triangle?

Are there any particular tutorials you would recommend?
read 742 times
2/20/2009 8:38:33 AM (last edit: 2/20/2009 8:38:33 AM)
show user profile  Westcoast13
Although its not a hard and fast rule, where possible (which is usally most places) try to avoid using any triangles at all. Stick to 4 sided polys.

Keep loops flowing evenly and it'llsmooth better.

Google poly modelling, there will be loads of tuts. Even look for the Fiat 500 one, lengthy, but really good. There is a thread going on at the moment started by Jock i think that is using just that.


My Turbosquid Area

read 736 times
2/20/2009 8:55:34 AM (last edit: 2/20/2009 8:55:34 AM)
show user profile  Chris123643
just took a look at that car tut. i get frustrated with modelling and need to sit down and learn it properly. Really wish I would end up with a good looking car at the end of it though!


read 727 times
2/20/2009 9:17:28 AM (last edit: 2/20/2009 9:17:28 AM)
show user profile  Joey Parker Jr.
For some strange reason I feel the urge to do a room interior. I wonder why that is?
 photo 2012-sig_small3_zpsbd114b69.png

read 702 times
2/20/2009 11:12:01 AM (last edit: 2/20/2009 11:12:01 AM)
show user profile  Westcoast13
I personally find modelling the boring bit, but i am determined to do that 356 as soon as i get my new comp!


My Turbosquid Area

read 700 times
2/20/2009 11:12:35 AM (last edit: 2/20/2009 11:12:35 AM)
show user profile  Westcoast13
You must be getting subliminal messages from somewhere.....


My Turbosquid Area

read 669 times
2/21/2009 12:54:01 AM (last edit: 2/21/2009 12:54:01 AM)
show user profile  Flamin_Squirrel
Thanks for the advice. I've made some changes and although the mesh is a little messy, it's much improved.

read 653 times
2/21/2009 1:42:21 PM (last edit: 2/21/2009 1:45:02 PM)
show user profile  Flamin_Squirrel
Oh, one more question. I'm attempting to model the exhausts, but it's a complex shape and I'm not sure how to get it right.

I've tried extruding spheres, and lofting ellipses, but it doesn't come out right. Reference pic below.

http://plane-crazy.purplecloud.net/Aircraft/WW2-Planes/Spitfire/Spitfire%201a%20+1.jpg
read 622 times
2/21/2009 4:38:43 PM (last edit: 2/21/2009 4:40:50 PM)
show user profile  K-tonne
try making a spline renderable, flaring the end, duplicating it a couple of times and manipulating it vert by vert

Website and Portfolio

read 611 times
2/21/2009 5:01:48 PM (last edit: 2/21/2009 5:01:48 PM)
show user profile  _3dioot
Im with ktonnne. Just start with a spline, make it the right width, convert it to polygons and go to town on it.

Here is something that will help you ALOT. It explains the do's and dont's of subd modelling (which is what your using). After you've seen this you wont have smoothing errors ever. :)
http://guerrillacg.org/home/3d-polygon-modeling/subdivision-topology-artifacts

GrtZ 3dioot
read 590 times
2/22/2009 2:07:20 AM (last edit: 2/22/2009 2:07:20 AM)
show user profile  Flamin_Squirrel
Ooh, useful indeed, thanks!
read 580 times
2/22/2009 7:31:18 AM (last edit: 2/22/2009 7:31:18 AM)
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