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AH-1W Super Cobra Helicopter

  • Defrag
  • September 1, 2007 at 3:47 AM
  • Defrag
    • September 1, 2007 at 3:47 AM
    • #1

    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.

  • Seldoon182
    • September 1, 2007 at 7:27 AM
    • #2

    That model is HOT !

    Quote from Defrag

    Any other c & c appreciated...

    Yep, to me the cockpit doesn't fit with the real Super-Cobra ! Have a look to the blueprint !

  • Sindwiller
    • September 1, 2007 at 8:38 AM
    • #3

    Looks hawt Defrag!

    Btw, can someone remember a game called Commanche & .... Tiger? No, forgot the second name, but it was funny

  • mjens
    • September 1, 2007 at 10:47 AM
    • #4
    Quote from Defrag

    Sort out smoothing (keep getting horrible smoothing results even though I've got very few triangles and the rest quads, any hints?)

    I guess you are using Smooth or Turbo Smooth or other modifer in Max, right? Better solution is to use Smoothing Groups in your Edit Poly panel on the bottom of the options...

    BTW. every edge need to be connected with other edges...

  • Defrag
    • September 1, 2007 at 4:31 PM
    • #5
    Quote

    Yep, to me the cockpit doesn't fit with the real Super-Cobra ! Have a look to the blueprint !

    Anything in particular that stands out? I've had to use a mix of AH-1W and AH-1Z blueprints and even those were really shitty quality, so it's kinda hard to see anything beyond coarse detail on those. I do have a lot of good AH-1W reference photos, though.

    Re: Smoothing. By smoothing, I mean smoothing groups

    Quote

    BTW. every edge need to be connected with other edges...

    I've read varying advice on this. Some espouse the importance of an all quad mesh (by any means) whereas others say that maintaining loops (4 edges meeting joined at every vertex) is more important. Others say that having 'poles' is fine yet others don't. Some people say not to worry about triangles at all. I don't really have an opinion on it -- I'm just interested in finding the best way to get results

  • mjens
    • September 1, 2007 at 11:40 PM
    • #6
    Quote from Defrag

    I've read varying advice on this. Some espouse the importance of an all quad mesh (by any means) whereas others say that maintaining loops (4 edges meeting joined at every vertex) is more important. Others say that having 'poles' is fine yet others don't. Some people say not to worry about triangles at all. I don't really have an opinion on it -- I'm just interested in finding the best way to get results

    When you are making a curved plane you show "show" where are the edges which are creating the egde but then youa re making a plane with no differences between a height of the vertexes you dont have to draw all the edges becose they will be still on the one plane. This is one situation where vertex doesn't have to had 4 edges... I always try to connect all the vertexes to build "final" mesh (if you are making a prop for your map the converter/exporter can chage sth on your mesh or even fu*k up all the mesh becose those vertexes...

  • -HP-
    • September 2, 2007 at 1:10 AM
    • #7

    Very nice modeling, you know where to aply geometrical detail where it's needed.

    Although, maybe you exagerated on the poly count of this piece:

    http://homepages.nildram.co.uk/~msimp2k ... -1w_05.jpg

    Like, imagine, if this is going to be rotating at high speeds in game, the player will never see this kinds of details, so you'r prolly wasting polys you could use on other places of the chopper!

    Looking good man, keep up.

  • Defrag
    • September 2, 2007 at 1:55 AM
    • #8

    Thanks. Regarding the rotor: I just modelled it because I saw it in a photo and thought it looked quite intricate and challenging to get the shape & proportions to an accurate-ish level. I spent about 400 polys on it so it'd definitely be the first thing I chopped if I were to use this for a game.

  • ^Slick
    • September 2, 2007 at 2:12 AM
    • #9

    Could you post a render so we can see where the smoothing is buggereing up?

  • Defrag
    • November 13, 2007 at 8:09 PM
    • #10

    ~~Updated. Btw thanks a lot for those blueprints, Seldoon182. I didn't even notice them when I first read your post. Thanks to the much better blueprints, I was able to correct a lot of the proportions and cleaned up the mesh a bit. The nose could still do with being pinched in a little and the cockpit isn't 100%, but I think it's good enough as is now. I'll do the cockpit interior at some stage but I don't have time right now.

    [Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/portfolio/images/models/thumbs/super_cobra_01.jpg][Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/portfolio/images/models/thumbs/super_cobra_02.jpg]

    [Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/portfolio/images/models/thumbs/super_cobra_03.jpg][Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/portfolio/images/models/thumbs/super_cobra_04.jpg]

    [Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/portfolio/images/models/thumbs/super_cobra_05.jpg][Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/portfolio/images/models/thumbs/super_cobra_06.jpg]

    [Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/portfolio/images/models/thumbs/super_cobra_07.jpg][Blocked Image: http://homepages.nildram.co.uk/~msimp2k2/portfolio/images/models/thumbs/super_cobra_08.jpg]

  • D3ads
    • November 15, 2007 at 8:07 PM
    • #11

    Great work

  • Jselen1
    • November 22, 2007 at 2:16 PM
    • #12

    very very nice, what modeling program did you use?

  • Defrag
    • November 22, 2007 at 4:51 PM
    • #13

    ta

    3ds max 8

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