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Old 04-12-2002, 01:04 PM   #16
undseth
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Default I saw a photo

...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.
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Old 04-12-2002, 01:11 PM   #17
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Simply incredible! Hope one day I can model even half that good!
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Old 04-12-2002, 03:09 PM   #18
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Found this the other day. Maybe it can be useful.

HELICOPTERS
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Old 04-12-2002, 04:23 PM   #19
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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.

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Old 04-12-2002, 04:38 PM   #20
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great going undseth... would love to see the finished work...
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Old 05-12-2002, 03:51 AM   #21
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very acurate work!, would luv to see the finished work too!
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Old 05-12-2002, 04:15 AM   #22
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Default skills

Undseth this is a really good shot, man i can't wait to get where you r now. Keep modeling.
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Old 05-12-2002, 07:12 AM   #23
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What kind of lighting are you using for those test renders?
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Old 05-12-2002, 08:36 AM   #24
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Very nice whirly bird so far.
Nice rotor detail
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Old 05-12-2002, 09:10 AM   #25
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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.
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Old 05-12-2002, 01:05 PM   #26
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Default Man, this took some hours :)

Air intakes done. Glad I'm through with it!
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Old 05-12-2002, 01:21 PM   #27
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Default Another pic

Hope you dont mind guys.
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Old 05-12-2002, 03:22 PM   #28
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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?"

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Old 05-12-2002, 03:28 PM   #29
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watch it now. McDonalds has some pretty good insurance for employees....
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Old 06-12-2002, 08:42 AM   #30
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Default A nose job

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).

Last edited by undseth : 06-12-2002 at 08:48 AM.
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