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-   -   UH-60A Desert Hawk - Nurbs Of Course (https://simplymaya.com/forum/showthread.php?t=2445)

undseth 01-12-2002 11:11 AM

UH-60A Desert Hawk - Nurbs Of Course
 
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Well, I want to do something different. Originally (beside the xwing = freeze) I wanted to model the F-14 Tomcat, but the plastic kit I bought had HORRIBLE "blueprints". The alternative was the UH-60 and the Hughes AH-6A Night Fox, anyway the two choppers seen in the movie "Black Hawk Down".

Heres the first results, and happily, I seem to have come about an improved modeling technique without too many nurbs-curves.

I got the wheel 100% done but the bump map doesnt show right now.

I'll try using the "Nurbs --> Attatch Surface Without Moving" to create a seamless and beautiful surface, covering most of the chopper. But this must be done before any trimming is made, as the attatch surface without moving doesnt seem to work with trimmed surfaces.

undseth 01-12-2002 11:57 AM

A wheel
 
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Not much to look at, but the "holder" was initally a set of four pieces. One of my first attatch nurbs-surface action ever.

edit:
new pic

Darkon 01-12-2002 12:06 PM

Coming along nicely so far!

Darkon

BabyDuck 01-12-2002 01:05 PM

looks good unseth, keep the detail up everywhere and the model will be awesome. :)

Kevin 01-12-2002 03:11 PM

lol, off he goes again!!! good on you mate!! nice job so so!!

Roman 01-12-2002 04:19 PM

nice start undseth.. :p

undseth 01-12-2002 08:57 PM

More nurbs
 
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Soo easy as I have a plastic model acting as a guide.

Kurt 02-12-2002 01:20 AM

Dude your the best techincal modeler I have seen =) keep it up great work!!!

undseth 02-12-2002 11:11 AM

Rotors with simple color mapping.
 
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Can hardly wait to start with the windows and the smaller stuff.

edit:
Learned some practical things with the convert nurbs to poly tool.
The rotor blades were first turned into a monster of 200 000 edges, but then I chose the "per hull" option, and reduces the whole rotor blade (tip incl.) to only 2000+ faces big.

BabyDuck 02-12-2002 01:52 PM

thought you wanted the whole thing to be in nurbs :confused:

SuperDave71 02-12-2002 04:18 PM

Looking great
 
That looks great!! You could teach me a thing or two about NURBS!!!



Keep it up



-SuperDave71:banana:

undseth 02-12-2002 04:42 PM

Oh, nurbs is great for modeling, but I want to convert most nurbs-surfaces to poly-surface for easy texturing.

undseth 02-12-2002 04:46 PM

About nurbs modeling:

Do some planning and watch the shit hit the fan :)
But after some time I usually feel comfortable about the result.

dave_baer 04-12-2002 06:21 AM

Damn undseth, dont you sleep? :D

undseth 04-12-2002 06:33 AM

HaHa, well actually I haven't spent much time on this (thanks to decent "blueprints"), but I also want to say that I am doing NOTHING these days, so I often work at night. :)

undseth 04-12-2002 02:04 PM

I saw a photo
 
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...and I just had to add details to the rotor. I also got some great close ups of this chopper, so i figured that I may well invest in adding some details for close-up-renderings.

NitroLiq 04-12-2002 02:11 PM

Simply incredible! Hope one day I can model even half that good! :D

dave_baer 04-12-2002 04:09 PM

Found this the other day. Maybe it can be useful.

HELICOPTERS

undseth 04-12-2002 05:23 PM

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Thats a lot of choppers! Thanks! Every pic has that little something to add to my experience with choppers.

I just love nurbs! I even got to learn to use the surface fillet tools properly. I'll use this tool when I have skinned the whole exterior of this helicopter.

I have finished tweaking the surfaces in this pic.

edit:
Oh and thanks guys, and just ask me for advice, it is so fruitful to be handed over a solution when you have a problem you either cannot solve or dont quite understand. It speed up the learning process I think, having a teatcher to help you out on those questions and be done with it, and move on to other problems.

tariqrf 04-12-2002 05:38 PM

great going undseth... would love to see the finished work...

keops 05-12-2002 04:51 AM

very acurate work!, would luv to see the finished work too!

g-money 05-12-2002 05:15 AM

skills
 
Undseth this is a really good shot, man i can't wait to get where you r now. Keep modeling.

dave_baer 05-12-2002 08:12 AM

What kind of lighting are you using for those test renders?

Garry1953 05-12-2002 09:36 AM

Very nice whirly bird so far.
Nice rotor detail :)

undseth 05-12-2002 10:10 AM

Thanks guys!

dave_baer:
I usually stick to the default lightning when modeling, but the one shown last is lit with a directional ligh. It is nice to have some shadows to create a better spacial effect, rather than a kind of ambient-looking light, with the defaults.

I usually use raytraced shadows, im not too good with the depthmap setting.

undseth 05-12-2002 02:05 PM

Man, this took some hours :)
 
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Air intakes done. Glad I'm through with it!

undseth 05-12-2002 02:21 PM

Another pic
 
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Hope you dont mind guys.

dave_baer 05-12-2002 04:22 PM

Quote:

Hope you dont mind guys.
Mind what? The fact that your such a kick ass modeler that you make the rest of us want jobs at McDonalds asking people "You want fries with that?" :D

:beer:

iron_tick 05-12-2002 04:28 PM

watch it now. McDonalds has some pretty good insurance for employees....

undseth 06-12-2002 09:42 AM

A nose job
 
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Haha, well here's some more development. Actually I plan to show you how I make the nose;

1) I first wondered if I should simply make half of a nurbs sphere and tweak it, and then attatch it to the rest of the fuselage BUT I made some tests and it did not work as I expected. so...

I have now started to model the nose by copying the fuselage and tweaking it. This will of course generate an issue with the nose tip, as the non-tweaked suface isn't capped.

So, I will take Mtmckinleys advice and simply scale the end-hulls/vertices close to 0. I will put these vertices at the same single vertice position later, for making the surface to a polygon object later on (after I have finished all the modleing on the fuselage).

undseth 06-12-2002 09:46 AM

A nose job II
 
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Additional isoparm have been inserted and the hulls have been tweaked.

To be continued...

undseth 06-12-2002 01:24 PM

A nose job III
 
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The bottom side of the nose is close to perfection. After tweaking the hulls earlier I had to start tweak both singel vertices and pairs of vertices (for some reason, the basic shape wasn't 100% symmetric on both sides.

To be continued...

undseth 06-12-2002 01:40 PM

This is great fun!
 
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Not finished with the nose, but heres a pic. The rotorblades will have a more bend to them.

Speedy 06-12-2002 02:51 PM

Starting to look really good, I really like all the detail you are putting time into,
Brian

iron_tick 07-12-2002 03:08 AM

this kicks butt, i just need to learn how to patch model with nurbs and ill be comparing some with you...

mumbojumbo_13 07-12-2002 03:44 AM

cant wait for the video with like the seals fast roping from the choper

undseth 07-12-2002 07:34 AM

The hardest part to model I'm sure is the nose. Maybe I should have skratch buildt it with curves. This is tweaking hell :)

Kurt 07-12-2002 02:31 PM

Comming along really nice undseth!!!

BabyDuck 07-12-2002 03:37 PM

undseth, if the nose does not want to work, just put in a human nose and you at least have a funny thing :D

undseth 07-12-2002 03:43 PM

Ahem... cough... anyway... ;) (not funny)

The nose is so hard to get right. Takes quite some adjustments, but I think I'm on the right track now. I dont want to rush it, since the nose is quite importand to the choppers characteristics.


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