Updated pics at foot of page
Click the thumbnails for bigger pics.
[Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/ah-1w/ah-1w_01_thumb.jpg] [Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/ah-1w/ah-1w_02_thumb.jpg]
[Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/ah-1w/ah-1w_03_thumb.jpg] [Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/ah-1w/ah-1w_04_thumb.jpg]
[Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/models/ah-1w/ah-1w_05_thumb.jpg]
Still to do:
[*][*:nq6cblhd]Optimise
[*:nq6cblhd]Sort out smoothing (keep getting horrible smoothing results even though I've got very few triangles and the rest quads, any hints?)
[*:nq6cblhd]Not really happy with the wings or the fuel tank (hence why one side is kinda done and the other is bare). I think I'll just remove the fuel tank and put rocket pods (whatever the hell the technical term is for them
) on both sides for nice looking symmetry, plus it looks meaner.
[*:nq6cblhd]Interior
[*:nq6cblhd]Touch up the tail & tail rotor a bit, it has lots of wasted polys right now[/list]I started this ages ago, but I've not had time to work on it for various reasons. It's taken far too long to get this far because I've been pretty anal about the details due to the large amount of good photo refs I have. This is just a bit of fun and a salute to my favourite BF2 chopper, so I made it a bit more high poly than needed for a bit of a challenge on modelling the more complicated bits (like I modelled most of the intricate detail on the rotor.. the rotor is usually spinning so...). The nose cone detail is probably overkill; again, I just felt like it.
Each half of the body is ~1250 polys but I will be ably to reduce that by quite a bit. The total is about ~6000 polys. If I got rid of most of the detail that nobody cares about, it'd probably be about ~4000 which is still kinda high considering there's no interior yet.
Anyone got any good hints on achieving nice smoothing with a minimum of lighting artefacts while also simultaneously removing as many edge loops as possible? I often create new edge loops to retain an all quad mesh (or as much as possible as quads) but if I'm getting shitty smoothing it's wasted effort & polys. Any other c & c appreciated, cheers.