Hi guys! Thanks for nice comments. Here some answers for you.
It is really simple mesh. I start with circle and model this by extruding, scaling, moving, adding edges etc.
Engine cowling started as 36sided circle. 36 because of engine has nine cylinder, so I get 4 segment for each cylinder. It makes easier adding those “bulbes” on surfaces. As whole model this part was made from segments, but also on segments I model panel lines by beveling existed edges and extruding them a little inside. On attached images you can see parts of engine cowling in different colours.
Started with UV mapping. Less funny then modelling…
BTW. Could enyone explain me how works “Cylinder from view” unwrap in Blender? I had tried it many times, but always get strange result, so I had to use UV Mapper on parts needing cylindrical mapping.
All faces will be mapped onto a cylinder that wraps around the vector of your view direction. The faces perpendicular will appear (relatively) correct, the polygons you’re facing will be squashed into small stripes. I’d agree, it’s not too useful in most cases.
When you enter “UV face select” mode, your editing buttons show a new panel “UV Calculation”. Three buttons to notice: View aligns Face, VA Top, VA Object. This determines what axis to use for the unwrapping cylinder. VA Top is the default and means your view direction equals an axis from pole to pole. VA Object uses the object’s local Z-axis and is view-independent.
In your model, only the wing-wiring or the valve-pushrods (tech. terms??) would be immediate candidates for cylindrical unwrap. For the engine-hud, conformal unwrap will allow for more pixels devoted to the small valve-bulges and therefore less stretch.
Regards,
Frank
this is top notch work. was this a military plane? i’m sure you already know about this forum but it might be a better place to get useful feedback: www.military-meshes.com
Started to play with textures. I’am not fullu happy with this kind of green, but will be better. On first one you can see modified textures with more “stable” colour.
There were two main cammo schema for PWS-26: whole silver plane and whole earth-green schema. On final compositions will be both:) Light need some tweaks and still no pilots there, but general composition will stay with no changes.
There are three cover concepts, initially accepted by publisher. There are not final form - lights need some works and pilots are missed, but probably cover will be close to this shoots. I have a problem which to choose…
interesting perspective on the first ones, together with the low sun the rib-and-spar structure gets highlighted beautifully - great renderings!
I like the silver color, but it’s a bit too washed out for placement in the foreground. My vote for the second one. :yes:
Anyways superb job on the plane and especially the texturing, What size was the UV map 512 x 512, 1024 x 1024? I like the green one better it has a better contrast with the sky.
I agree about silver plane - good for background, but not for foreground. Decision which one will be chosen depend not only on me, but publisher prefere third one…
There were three UV layout: two 4096x4096 (one for fuselage, second for wings and stabilisers) and one 2048x2048 (wheel, propeler etc.)
any chance of you modelling a zepplin? I think Lighter than air ships have been around longer, but since the Hindenburg everyone is afraid of them, I saw a tv program tht said that what caused the fire was a bad chemical composition in the outer skin of the hindenburg in the right conditions a static charge could ignight the skin,
My vote is for image number three.
It shows some perspective view on the top and the bottom of the aircraft while the other show top or bottom views of both planes.
Also- they look kind of odd flying without pilots.