WWII Fighter
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- Sergeant
- Posts: 831
- Joined: Thu Jul 14, 2005 1:29 am
WWII Fighter
This is a WWII style fighter aircraft. It's been a while since I made a BZModel, and once again I have a poll.
Made by me as usual . The rendered pic is my favourite even though the compression takes down the quality a little bit.
Warning: This is Very high poly. I got around 81fps on it.
Made by me as usual . The rendered pic is my favourite even though the compression takes down the quality a little bit.
Warning: This is Very high poly. I got around 81fps on it.
- Attachments
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- Fighter-Angle.jpg
- Angle? View
- (19.39 KiB) Downloaded 600 times
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- Fighter-Front.jpg
- Front View
- (25.69 KiB) Downloaded 604 times
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- FighterRenderShot.png
- Rendered shot
- (48.02 KiB) Downloaded 762 times
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- Sergeant
- Posts: 831
- Joined: Thu Jul 14, 2005 1:29 am
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- Sergeant
- Posts: 831
- Joined: Thu Jul 14, 2005 1:29 am
- ^nightmare^
- Private First Class
- Posts: 1264
- Joined: Sun Feb 20, 2005 7:14 pm
- Location: Alabama
- Contact:
gsl? is it freeware? Im stilling trying to save my money up for loumans 3d modeling program...
Need bzflag help? Try looking here: http://www.freewebs.com/bznightmare/map ... aghelp.htm
- LouMan
- Chief Sgt. of Cartography
- Posts: 338
- Joined: Mon Jan 31, 2005 3:05 am
- Location: Michigan, USA
btw - LightWave does not export normals either. My 'trick' for getting them is to:
1) Export my model from LightWave to a .obj file (contains no normals).
2) Import the newly created .obj file into Wings3D.
3) Select all objects in the model in Wings3D.
4) Use Wings3D's autosmooth function with appropriate setting (default 60 deg. in most cases is ok).
5) Export from Wings3D to another .obj file (contains normals).
6) Run the last .obj file through the modeltool and receive a nice bzw file.
This sounds like a lot of work, but once you have done it a couple of hundred times, it's easy Texture mapping also took a while to figure out, but I thankfully found a way to do it within LightWave.
Thanks to trepan for helping me figure out some of my mistakes with this process.
1) Export my model from LightWave to a .obj file (contains no normals).
2) Import the newly created .obj file into Wings3D.
3) Select all objects in the model in Wings3D.
4) Use Wings3D's autosmooth function with appropriate setting (default 60 deg. in most cases is ok).
5) Export from Wings3D to another .obj file (contains normals).
6) Run the last .obj file through the modeltool and receive a nice bzw file.
This sounds like a lot of work, but once you have done it a couple of hundred times, it's easy Texture mapping also took a while to figure out, but I thankfully found a way to do it within LightWave.
Thanks to trepan for helping me figure out some of my mistakes with this process.
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- Sergeant
- Posts: 831
- Joined: Thu Jul 14, 2005 1:29 am
Wings doesn't import either of those formats,
it sticks to the more popular formats like .3ds
and .obj for importing. Blender can be used as
a proxy as it does import .cob (although how
well it does it, I don't know). Blender doesn't
seem to export lighting normals to OBJ files
very well.
You can find several 3D file format converters
with very little searching. Some of them will
probably support importing at least one of your
formats, and almost all will be able to export to
either .3ds or .obj (which both Blender and
WIngs can import). If the texcoords and
normals get from your tool and through the
converter without getting mangled, then you
can skip using another modeller and go straight
to using modeltool with a OBJ file.
it sticks to the more popular formats like .3ds
and .obj for importing. Blender can be used as
a proxy as it does import .cob (although how
well it does it, I don't know). Blender doesn't
seem to export lighting normals to OBJ files
very well.
You can find several 3D file format converters
with very little searching. Some of them will
probably support importing at least one of your
formats, and almost all will be able to export to
either .3ds or .obj (which both Blender and
WIngs can import). If the texcoords and
normals get from your tool and through the
converter without getting mangled, then you
can skip using another modeller and go straight
to using modeltool with a OBJ file.
I did'nt vote.
There was no "Wow, it's awesome!!!" option.
Great Job Allied! If I already didnt want to finish learning PHP, start learning C++ (and make about 10 different patches for bzflag), finish about 3 maps I started and revise my Mac Server Guide pack, I would almost certainly be asking the modellers here (Louman, you (allied), Biya, TD, etc) to teach me how to make stuff like this.
/me gasps for air
There was no "Wow, it's awesome!!!" option.
Great Job Allied! If I already didnt want to finish learning PHP, start learning C++ (and make about 10 different patches for bzflag), finish about 3 maps I started and revise my Mac Server Guide pack, I would almost certainly be asking the modellers here (Louman, you (allied), Biya, TD, etc) to teach me how to make stuff like this.
/me gasps for air
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- Sergeant
- Posts: 831
- Joined: Thu Jul 14, 2005 1:29 am
trepan:
I once before tried using Blenders COB import - but it only works for trueSpace 4 saves. And whenever it manages to import one of my objects - it rarely gets the right result. I'll do a Google for a converter.
CBG:
I didn't put in the option because my self-opinion isn't that good . Thanx for the compliments. Careful with them - I might run outta air from them .
I once before tried using Blenders COB import - but it only works for trueSpace 4 saves. And whenever it manages to import one of my objects - it rarely gets the right result. I'll do a Google for a converter.
CBG:
I didn't put in the option because my self-opinion isn't that good . Thanx for the compliments. Careful with them - I might run outta air from them .
- BIYA
- Corporal
- Posts: 891
- Joined: Fri Dec 03, 2004 1:43 am
- Location: Fredericksburg, Virginia
- Contact:
I find it hard to get used to a different key mapping then the one im already used to. Lightwave seems extremly comlicated but it does have a key mapping option. /me needs to make a cheat sheet. And caligari, I havnt messed with it that much been fooling around with renders.... Im so used to wings keymapping's I cant figure out other mappings
Allied add some guns
Allied add some guns
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- Sergeant
- Posts: 831
- Joined: Thu Jul 14, 2005 1:29 am
-
- Sergeant
- Posts: 831
- Joined: Thu Jul 14, 2005 1:29 am
Right. Here is the armed version. 2 20mm cannon and 2 .50 calibre machine guns. You were quite right BIYA, it's MUCH better with guns(to me anyway). But! Now my fps has dropped to only around 53fps, used to be around 80, it could be the fact that I was doing some RT3 earlier and my VC doesn't have good cooling.
A HQ scene-render shot and the BZW.
Shhhh, it's uh 33205 poly's(before export which will just about double that).
A HQ scene-render shot and the BZW.
Shhhh, it's uh 33205 poly's(before export which will just about double that).
- Attachments
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- Fighter-Scene.jpg
- Render shot. I like it.
- (97.42 KiB) Downloaded 458 times
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- Fighter.bzw
- BZW
- (715.53 KiB) Downloaded 531 times
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- Sergeant
- Posts: 831
- Joined: Thu Jul 14, 2005 1:29 am
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- Sergeant
- Posts: 831
- Joined: Thu Jul 14, 2005 1:29 am
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- Sergeant
- Posts: 831
- Joined: Thu Jul 14, 2005 1:29 am
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- Sergeant
- Posts: 831
- Joined: Thu Jul 14, 2005 1:29 am
Here's the fighter-bomber variant. 2 pics - one flying and one still.
- Attachments
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- FighterBomber-Flying.jpg
- In flight
- (49.38 KiB) Downloaded 423 times
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- FighterBomber.jpg
- Still
- (50.48 KiB) Downloaded 437 times
Wow - I think I'll download Calgari! I never knew they had a FREE version! I find Wings3D a bit limited in doing objects with many curves, or pipes - ugh!
I suggest you try rendering with an external renderer, such as Yafray, Povray, etc... (I use POV-Ray). That would make it look nicer and get rid of the logo in the bottom right corner. You would need an exporter though... I think Blender could export to POV-Ray or Yafray. Radiosity rendering is the best - but it took me 30 minutes to render a 300-polygon birthday cake with it!
I suggest you try rendering with an external renderer, such as Yafray, Povray, etc... (I use POV-Ray). That would make it look nicer and get rid of the logo in the bottom right corner. You would need an exporter though... I think Blender could export to POV-Ray or Yafray. Radiosity rendering is the best - but it took me 30 minutes to render a 300-polygon birthday cake with it!
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- Sergeant
- Posts: 831
- Joined: Thu Jul 14, 2005 1:29 am