NIEUPORT 11 WW1 (WIP) PLANE ~ 23/JUNE/2010 Update*
#1

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NIEUPORT 11 WW1 WIP AIRCRAFT
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Hello everyone! :wink:

Let me introduce myself... Im Randomaccess, you can call me BBM or Bright Blue Mouse :wink:
Anyway, im a relatively new member as you may have noticed by my post count... Im an English chap Big Grin Oh... and im a PC geek 8)

Anyway...

Upon buying Il2 Sturmovik 1946 a year ago (due to my insane love for planes) I had this urge to want to build one and so soon afterwards a spent two or three months learning how to model and use a large variety of things like manipulating meshes and objects, creating glass and hair effects, rendering images aswell as simple things like learning where all the buttons and functions are, the list is endless but hopefully you get the rough idea.
Only until recently (around January) I felt I was ready to put what I had learnt to the test and so I present to you this!...

[Image: WOW.jpg]

I have spent many hours painstakingly building this plane and by all means it hasnt been easy but I'm making progress and thats what matters Big Grin

I hope you guys like my work and I look forward to releasing it to the community in the near future Big Grin

Feedback would be lovely as always so feel free to share your thoughts, ideas, advice, and crits.

~ Randomaccess Big Grin

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Updates: The Notes
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11/April/2010

Notes: Fixed mesh conflict on tail.
Tweaked front end of fuselage to closer match the blueprints.
Tweaked bevel script to ( 0.019 output ) on the top and sides of fuselage.
Added a few vertices to the front and rear to improve fuselage consistency.
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11/April/2010 (Update 2)

Notes: Started construction on the tail.
Rebuilt sections of the wheel to be more historically accurate.
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12/April/2010

Notes: Started construction of the main wing.
Created basic tail structure.
Added hinges between the tail planes.
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14/April/2010

Notes: Started construction on the struts, bars and wires.
Created the tips of the main wing.
Rebuilt sections of the tail to be more historically accurate.
Optimized mesh structure ~ deleted unused faces and vertices.
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10/May/2010

Notes: Rebuilt the main wing-tips due to a mesh conflict.
Started work on the engine, crankcase is complete.
Added fuselage to main wing supports (Incomplete, basic).
Added rudder control wires, connections and tail wire supports (Basic).
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11/May/2010

Notes: Built high poly nose hub.
Added high detail nut and hub screw to wheels.
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14/May/2010

Notes: Added Very high detailed bolts to the nose hub.
Resized the crankcase (was too large).
Added the engine. (Read bottom of post for more info)

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Plane status: fuselage 98% / Wheels 100% / Struts&Wires 50% / Wings&Tailplanes 75% / Engine: 87% / Cabin: 0% / Fine details: 29%
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Completion time: Unknown due to setbacks.
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Total Worktime: 3 months
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Currently: V1.6 (WIP)
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Model Info: Mesh type: High polly / Vertice count: 675k / Face count: 580k
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FUSELAGE WIREFRAME IMAGES:

[Image: wheelwire.jpg]
[Image: Untitled5z.jpg]
[Image: Untitled1g.jpg]
[Image: Untitled3o.jpg]
[Image: Untitled2p.jpg]
[Image: finwire.jpg]

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10/May/2010
Hello everyone! Its been about 3 weeks since I last posted Sad Good news is that the plane is coming along really well Smile Bad news is that progress has somewhat slowed down, the plane is now just about over half a million polygons and I have also been struggling on the next stage of construction Sad

On a good note here is a render of the plane to show its progression. Im really proud of the results Smile

[Image: render6.jpg]

Aint she a beauty Smile
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11/May/2010
Hello again! I have here yet again some new images.

Read The Notes section for changes.

[Image: 070886.jpg]

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11/May/2010 (Update 2)

New very high poly detailed Nosehub.
This took me 4 hours to build and render in total.

[Image: nosehub.jpg]

And here is the wheel. (Not fully completed yet)

[Image: wheel-1.jpg]
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14/May/2010

Hello!! Today brings the light to a much anticipated update... THE ENGINE!

Yes... You heard me Big Grin and it isnt any old engine... oh no... This is what you call an engineering 3D masterpiece, ill let the images speak for themselves.

This engine was created by an extremely talented 3D Artist called 'RickyBlender' from BlenderArtists.org who kindly allowed me the right and privilege to use this unbelievably detailed 3D model.

I owe it to him for the help and support he has given me in this project.

With thanks.

You may view his profile at BlenderArtists Here

Ok so now the credits are out the way im sure your dieing to see the images... ENJOY! Big Grin

[Image: Beta2.jpg]
[Image: tt566.jpg]

Courtesy Of 'RandomAccess' and 'RickyBlender' 2010.

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23/June/2010

Whoa...! Confusedhock: Sorry for not updating this thread for a very long time.

Everyone likes images so today I have some fresh renders for you to have a look at Big Grin

http://dl.dropbox.com/u/7741113/3345.bmp
Nice isnt it 8)

Ok so how about a closeup of the engine to get your eyes watering Smile

http://dl.dropbox.com/u/7741113/Motor%20%283%29.bmp
http://dl.dropbox.com/u/7741113/Motor%20%284%29.bmp

And a pre-Beta render test... Bugs: Slight elevation of the engine rods and connections above the crankcase.

http://dl.dropbox.com/u/7741113/rest1.bmp

Thats it for now, sorry for nothing major in terms of construction and im also sorry for the slow updates.

Till next time...
Peace out

Randomaccess*



(P.S. Im using links instead of thread images to reduce the size of this thread and to speed up this page when loading.)(Sorry for any inconvenience caused.)





TO VIEW THE ENTIRE GALLERY PLEASE VISIT THIS LINK
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#2

Well, good luck finding anyone who thinks that a heavily-smoothed 100k poly mesh is going to work in the game. Smile The recommended poly limit is about 3k for the undamaged, closest LOD model of a single-engined aircraft.

Il-2 Modeling Bible->Externals->General Overview
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#3

Great work! Can't wait to try it out. Good luck with development.
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#4

Salute ALL hi ;-)


Nice work for 3D art!
But that model will not go into IL2, it would not even
Go into RoF matter of fact there is no sim that I know
Of that would handle that kind of a ploy count,
But it is a nice peace of 3D art.

And am moving this, its not a download.





Deutschmark
WW1 Project Member.
Reply
#5

Thankyou for the information.
Reply
#6

Salute ALL hi :wink:


For a fighter plane for IL2 it sould be 18,000 to 20,000 ploys and not much more then that
And that is without a players pit and or damage model, thats just the outside plane.






Deutschmark
WW1 Project Member.
Reply
#7

randomaccess

The program that reduces polygon count without loss of quality is called "Polychuncher" you can obtain a yearly licence for max studios 2009 and it means you can make just like il-2 structure but instead of making every part of the plane in 3000 polygon part you can increase each part to say 5000 polys but then load each part into polycruncher and slowly lower its poly/tris down to a workable level.

I would advise making the model with very high poly count and texture uv map the object/plane ,,,,, then lower the polygon count and then use the high quality uv mapping to give a illusion of much much greater detail Smile

especially when you start making the cockpit , this effect tricks the eyes into seeing flat polygons as 3d shape imagery.


Deutschmark ,

your close to the IL-2 polygon limits i agree it is 10 year old flight sim Smile , but for the new flightsims like "Rise of Flight" simulation have never disclosed the polygon max or min or even the structuring of individual parts of a fighter plane limits , but if it was a guessing game , then my guess of the limits of polygons level would be closer to 30 - 35,000 polygons as my personal estimate ofcourse , without damage or cockpit , 10 years new compared to IL-2
Reply
#8

randomaccess Wrote:Petty sake! I didnt know that Sad

Thanks for telling me...

I think what ill do is complete the model then start shaving off the polly count bit by bit.
I heard of a program somewhere (cant remember) that lowers the polly count of 3D models without removing any quality (or little to non), ill search the internet for that then I guess id be able to make a low polly version then.

Keep checking here though, ill show my progress.

And on a side note, thanks for moving and sorry wasnt 100% sure where to put the post :/
You could continue with million polys and then make another version of it for Il-2. You seem to be a very good modeler.
Reply
#9

Hello!

Im happy to say that the plane is now nearing the end of construction Big Grin
Its a hefty brute coming in at a dizzy 340,000 polygons or 340k polys Confusedhock: yes I know... pretty nutty but don't worry as Ill hopefully be making a 15-20k low poly version that could possibly be implemented into the game Big Grin

Currently everything is going smoothly though and I have had no major problems except for my own silly mistakes :roll:

Thanks for all the comments and I would be very happy for a few more so if you would like to leave a comment once you have viewed this then that would be great Big Grin

Hope you watch my progress on this as I am sure your going to love my up-coming renders of the aircraft.

With regards to all the AAA community, peace out ~ randomaccess
Reply
#10

Very impressive model Big Grin

I would love to see a low poly version of it in game
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#11

thankyou, hehehe :wink:
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#12

New updates and images! (Read main post)

Also keep those comments coming Smile
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#13

It's a bloody marvellous model so far, good luck with this one!

Annoying the annoying, so you don't have to.
[Image: 29p95pf.gif]
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#14

What you could do (although I don't know whether Il-2 supports bump-mapping on aircraft) is bake that mesh to a normal map texture, and use that on the lower-poly mesh, so you preserve some of the detail of the high-poly mesh in the bump-map...can anyone confirm whether Il-2 allows bump mapping on aircraft as it does on terrain? Even if it can't, you'll be a good way toward producing an aircraft for SoW if you give it a go.
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#15

Haha :lol: Thx Moggy

Also thanx Grunch for that info... Did a bit of research and looks as if that could work.



Comments all welcome.
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