Gloster gladiator

so, about two months ago I made a really non-accurate version of this aircraft (was my first effort and didn’t turn out so well.) however, now I made a more accurate one, although I had to improvise some parts, it looks nice. but, when I compare it to the reference, something feels wrong, probably the materials. long story short, I wonder how I can improve it
project:


reference:

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This looks really good zangzong. You’ve done a great job capturing the look and feel of the Gladiator.

The things that I can see that could be improved are:

  • The shape of your cowling & the engine cylinder bumps
  • Depth of the channel on the forward right side of the aircraft
  • The way your landing gear legs blend into the fuselage
  • Your tyres look small
  • Yellows of the prop and markings need to be more towards orange
  • pivot points of the rudder look to wide

I think your aluminium material is pretty much spot on but looks a little yellow/green probably due to the environment map you used to render the image or possibly your lighting. Sometimes its just easy to correct these things in photoshop.

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Thanks, I really appreciate the help.

I would take that reference photo you have, import it into blender as a image plane, and then line up your model with the reference image. I think you’ll see many things pop out.

Nice work though. It looks pretty good.

OK, I think I’m done with this now

It came out really good.

You should put a pilot in there and render it in a sky environment with spinning prop.

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well that’s something that I wanted to do, but I don’t know how to make motion blur :sweat_smile:

I actually don’t think there would be any, apart from the propellor. If you do it like a mid flight shot as if the picture was taken from another plane flying along side, you can get away with a sky behind. Id go for a nice sunset or something, get some nice red tones kicking off the metal.

Don’t put your subject in a dark shadow. It’s very likely that in your reference picture the cowling surface around the pilot was “dodged” (lightened, in a [digital] darkroom) because I doubt that the shadow was originally that light.

However, do notice how, in the reference, light is used to direct your attention directly to the pilot, whether your eye comes up the tail or starts with the front of the plane and loops up to it. The shade of the two wings helps keep your attention focused instead of wandering up into the sky. The lighting actually grows subtly brighter as it moves up the tail, leading your eye inexorably to the pilot. Notice how, as your eye wanders around the plane (in ther reference) to “take it all in,” it always comes back and keeps coming back to the pilot in the cockpit.

There’s really no plausible explanation for the difference in shade on the tail in the reference-shot, except, “well, there it is.” And what it does, once again, is to push your eye toward the target, where you first take-in the second letters, then admire the very bright decal, which curves your eye right back to … the pilot, and his lightly-illuminated face.

Your render, per contra, in addition to being shorter in length, doesn’t have that lighting effect playing along the tail. The pilot is in murky dark: my eye rests on the empty seat behind him and has to work hard to find him. Also notice how the colors are much, much more muted on the wheel and on the decal. And how the tail-shadow cuts off the “K.”

actually I changed the whole scene, I’ll make a finished project topic now, this was just for finding (and/or) fixing any mistakes I can. however, thanks for your remarks tho