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# 61 20-12-2008 , 01:07 PM
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#2/5 cockpit interior view 2

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# 62 20-12-2008 , 01:09 PM
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#3/5 canopy open side view

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# 63 20-12-2008 , 01:10 PM
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#4/5 canopy closed side view 1

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# 64 20-12-2008 , 01:11 PM
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#5/5 canopy closed view 2

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# 65 20-12-2008 , 01:35 PM
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for legless people only is it? :p

looks awesome




that's a "Ch" pronounced as a "K"

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# 66 20-12-2008 , 02:39 PM
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Yeah I noticed that too. It's really tight in there.

I did put tunnels in the floor pan but the seat is scaled to big I think. So I am going to shrink it down a bit and update the above screen shots.

I updated the above images hopefully the scale is better and now the pilot can have legs!


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# 67 20-12-2008 , 03:10 PM
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another side shot I took:

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# 68 21-12-2008 , 12:25 AM
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cockpit isolated. Minor tweaks and added old style ejection handle loops.

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# 69 21-12-2008 , 09:08 AM
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Jay, I am trying to start the texturing but I don't see the texture layout grid in the maya shader library. In fact my library seems much much smaller then yours?

Where can I find that layout texture?

# 70 21-12-2008 , 06:50 PM
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# 71 21-12-2008 , 08:05 PM
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Cool beans! Thanks.

How do you like the cockpit?

# 72 21-12-2008 , 08:34 PM
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Looks veeeeeryyy cool mate. At a glimpse it reminds me of Boba Fetts spaceship, Slave1 interior on the model.

Jay

# 73 25-12-2008 , 10:07 PM
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I do not have much experience with uv layouts.

How does this look for the fuselage?

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# 74 25-12-2008 , 10:58 PM
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all the squares look square shapped and all the same size, i dont think there is anything wrong with it




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# 75 26-12-2008 , 12:48 AM
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Here is the uv layout for the engine.

The engine is cut into three parts the nose section, the fan blade section, and the body.

I did this so that it would be easy to animate the fans rotating should I want to animate this in the future.

I know the squares are not even on the three sections but that is okay as they will all have separate textures and I wanted to maximize the texture space for each section (except the fan blade section as it will be hard to see).

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