View Full Version : chopper wip
26-09-2003, 12:04 AM
working on a chopper right now, ~1700polys
29-09-2003, 04:21 PM
thats so bad, what did you make it in? ugg show a wire frame ugg, no paint textures.
Eh, a chopper has 2 or 4 propellers on the top, not 8.
Show some support john silver.
he has 4 propellers. Or am I counting wrong :p
29-09-2003, 07:01 PM
Although the 2 or 4 bit isnt strictly to every helicopter, for the type of helicopter (i think) your modelling, it should be two-blade based:
I agree with snap about showing more support, however it would be good to see an unpainted/textured version of the aircraft and wireframe to allow us to help you out further.
You seem to have some very round cylinders, if this is for a game you might want to have a look into reducing the poly count atm, but the only real way i can suggest anything to reduce the count is from a wireframe.
I'd suggest having a look at the main blades, sorting something out with a propeller on the tail and tweaking the "legs" of the helichopper so that they connect smoothly without overlap.
30-09-2003, 02:55 PM
but that's sooooo... awful, i just can't help myself. i thought my helicopter from about a year ago was bad but this, i seen barely worse autocad helicopters. go read some tutorials, or somthing, do research, read the 3ds max bible, or something, anything to improve those skills, they're there just biuld on what you know and read a lot. I have found that just doing research on 3dt and in books has helped me a lot, rather then slugging it out in the trenches, I tended to learn things wrong by just doing it.
30-09-2003, 03:35 PM
Originally posted by john silver
i thought my helicopter from about a year ago was bad but this, i seen barely worse autocad helicopters. it.
But your chopper is not lowpoly, now is it?
30-09-2003, 03:52 PM
thanks for the harsh crits guys
i think ill go back to the lab and work on this bad boy a little bit more
30-09-2003, 04:01 PM
30-09-2003, 04:16 PM
john silver: it's soooooooooo.....awful, I just can't help myself...seriously, that chopper sucks ass, it's almost as bad as thejackal's (no offense man) PLUS it ain't low poly...If you want to set an example of how a chopper should look, post something proper, not some **** you did a year ago...lol, take your own advice
30-09-2003, 06:16 PM
Really that is a bit high poly for the shape you have there. I got a suggestion for you. Try n block out the shape of a Hi.lo with as FEW polys as you possybly can. Don't mind if it ends up looking like a peice of crap just mind the plycount. You should be able to get away with under 200. Just make it boxy as hell but still being able to see that it is a chopper. Thenstart to cut in details. Slowley but not too much. Work your way up like that. If you do it wrong do it again. I know this may sound like a pain in the ass and..it is. But there is no better way to learn then pratice and do it alot. :D!
Heres one I did quickley to show u what I mean. I used spline triangles and just added cross section modifier and surface at 0 segments n then made into polys. It consists of 128 triangles. :)
01-10-2003, 12:58 AM
heres an update, down to ~848tris
01-10-2003, 08:28 AM
Don't like that maya interface...change it :D!!!
Looks MUCH better :d! Very very nice :D!
01-10-2003, 01:34 PM
why do you not like the maya interface? personally having upgraded from max 3.1 to maya i have never looked back
01-10-2003, 03:35 PM
Was a bit of a joke me being the max evangelist and all. I have looked into maya a bit mut I still preffer max in many ways when it comes to modelling and shaders. And 3.1 is very different from 5.1 :)! Maya has some advantages of course. It's always like that. When I have time I will try n learn Maya some more. Seems its the tool to know these days but that depends of course on what you want to work with. Knowing more then one of the softwares izn't a bad thing either :D!
01-10-2003, 04:15 PM
really excellent, good job, i commend you in your efforts, more power to you.
11-10-2003, 03:54 PM
it look alot better than it did. a little rusty but still coming along. oh and never. i repeat never use that texture again. paint don't cut it out for textures
That first choppers model wasn't too bad, the texture needed some help though. the second was pretty good, with the right texturework it would look good. John silver, you seem pretty imbalenced, one minute youre an ass, the next youre too nice, take some pills or something. Oh, and youre helicopter looks kind of looks like an inflatable childrens toy. I normaly wouldent harp on someone this way, but youve been begging for it Silver.
15-10-2003, 02:03 AM
Hahahaha!!! This thread is fun to read dude!
Too much bitchin', too little modeling....
keep it up and pay attention to you topology, try making the edgloops as clean as possible. that way texturing will be a little easier.
15-10-2003, 02:04 AM
By the way....nice pic silver ;-(
15-10-2003, 09:21 PM
now 3000 pollies w/ the rocket launchers, 2500 w/o
sorry to the maya gui haters :)
24-10-2003, 03:20 AM
the new chopper is looking much better, but i must agree with silver, the first one was crap. i worked on the same project as silver last year and made my own huey. i was a n00b. i made it with quad patches. the first chopper was a start for a total n00b, or just a quickie. the new one is fine. sometimes i catch myself repeating myself myself.
25-10-2003, 03:48 PM
yeah i am quite pleased with the final model. its only 3000 polys which is good because my plan was to use it in a scene with swarms of helopcters.
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