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View Full Version : Another Spit.. but Mk II this time


mrys
07-03-2006, 10:56 PM
Here you have another Spitfire, but my is in Mk II version witch 8 machineguns in wings.
...What you can't see yet:lol:.

Whole model is ready, but only fuselage has finished camouflage. Have to finish until the end of July:\, so soon you will see the rest. This one is from polish 315 Sqn.

Galgot
07-03-2006, 11:00 PM
MMmmhh :p sweet texture. Very nice.:eek:

giant551
07-03-2006, 11:21 PM
Very nice texturing :D

Martocticvs
07-03-2006, 11:26 PM
Love the green and brown camo scheme - its the best one for the Spitfire I think. Plus the early models are my favourites also! Good to see this!

kevjon
07-04-2006, 12:38 AM
Looks really good Marek. Can't wait to see the final plane. Interesting method of UV mapping....makes it tough to texture easily.

kiwi123
07-04-2006, 8:00 AM
Nice one Marek !

Skyraider3D
07-04-2006, 8:58 AM
Love the green and brown camo scheme - its the best one for the Spitfire I think. Plus the early models are my favourites also! Good to see this!Hate the green-brown camo-scheme and the early Spits with the hockystick tailfin look terrible... but your model looks great! ;) Good work. Mapping NURBS looks like fun, hehe!

Lukem
07-04-2006, 5:08 PM
Great texturing Myrs!:)

I too think the Spitfires looked better in green and brown.:D

mrys
07-04-2006, 5:09 PM
Hate the green-brown camo-scheme and the early Spits with the hockystick tailfin look terrible... but your model looks great! ;) Good work. Mapping NURBS looks like fun, hehe!



Hmm... I love this scheme and love early Spits and Hurricanes. I even planed to make erlier version, witch flat cockpit canopy and two blades Watts propeler:D. Hope, that you will be not too angry...;).

And, I'am not sure if I understand you clearly, but it is not NURBS mapping. Model after transfer to PovRay is just a mesh. So it is just mesh mapping.

Skyraider3D
07-05-2006, 8:38 AM
Ah I see about the mapping. It just reminds me of the way NURBS map automatically, whereby you're forced to deform markings etc. so they look right on the model :)

The earliest Spitfires are interesting again. I just don't like the Mk.I/II. The Mk.V with cannon is already better and with tropical filter and desert camo it is quite cool.

To be honest, I don't like the grey-green camouflage either. The RAF had some of the most boring camouflages in WW2! :lol: Thank God for the desert, as it gave some variety, hehe ;)

hinoon
07-05-2006, 9:25 AM
Nice work. Very impressive.

mrys
07-05-2006, 4:01 PM
To be honest, I don't like the grey-green camouflage either. The RAF had some of the most boring camouflages in WW2! :lol: Thank God for the desert, as it gave some variety, hehe ;)
Hmm... I have to agree. British camouflages are a little boring, unfortunately desert also. Few schemas cloned on few thousands aircraft. But when we add invasion strips, signs of victories, nose art (oficially forbidden:D) and we have some interesting examples.

And about mapping: you teached me this:D. Thanks to you, an your tutorials on your site I meet with texporter. Using until today!

giant551
07-05-2006, 5:42 PM
Have you ever tried UV mapper??? A fantastic little program worth a look for your rhino models:D :D

mrys
07-05-2006, 6:52 PM
Have you ever tried UV mapper??? A fantastic little program worth a look for your rhino models:D :D

I will have to try. I saw tutorial, where thanks UVmapper was solved problem with overlapping surfaces. Impressive!

giant551
07-05-2006, 10:29 PM
I will have to try. I saw tutorial, where thanks UVmapper was solved problem with overlapping surfaces. Impressive!

once you give it ago you'll never map in another application again i promise you :D I even ended up doing my P47 in UV mapper rather than the XSI texture editor as its so quick and easy to use.

kevjon
07-06-2006, 1:29 AM
I'm gonna trial that program out too. Could save many hours of work and give a better job. Price is really good compared to other alternatives such as Deep UV.

giant551
07-06-2006, 8:18 AM
Last post about this i don't won't to clutter myrs thread:D But if you want to use UV mapper it has to be OBJ format import / export i don't know how Max handles OBJ format ??? Would you like me to put up a qiuck tutorial on UV mapper ???

kevjon
07-06-2006, 8:47 AM
Posted by Giant
format import / export i don't know how Max handles OBJ format

Max doesn't import or export *.obj which is a Maya format. There is however a free plugin for max that will allow importing and exporting of *.obj called Obj2Max. http://www.habware.at/duck6.htm. Never tried it but might be the answer.

A quick tutorial on uv mapper would be great. Especially any tools that are available in the program for removing or reducing stretching.

Skyraider3D
07-06-2006, 2:04 PM
And about mapping: you teached me this:D. Thanks to you, an your tutorials on your site I meet with texporter. Using until today!Ah great! :) You're using the basic technique with cylindrical mapping then.
Have you seen the new, more advanced tutorial I put on the site some time ago?
http://skyraider3d.military-meshes.com/skyraider/tut_advtexmap.htm



PS. Here's a nice non-standard RAF aircraft. Typhoon in desert camo with sharkmouth!

mrys
07-06-2006, 5:07 PM
Ah great! :) You're using the basic technique with cylindrical mapping then.
Have you seen the new, more advanced tutorial I put on the site some time ago?
http://skyraider3d.military-meshes.com/skyraider/tut_advtexmap.htm


Of course I've seen it! In my opinion it is very good way in some cases. All depend what you are modelling. I'am using different type of mapping in diferent planes. Cylindrical mapping is IMO very elegant and clean, but distortion of everything on surfaces (insignias, panel lines etc) needs much extra work. I used it in PZL.50A Jastrzab. Distorted sign of 152 Sqn was really hard to get...

Skyraider3D
07-06-2006, 6:14 PM
In such cases, I use texture baking. I make a second, planar UV set and bake the logo using planar onto the cylindrical one.

mrys
07-06-2006, 6:55 PM
In such cases, I use texture baking. I make a second, planar UV set and bake the logo using planar onto the cylindrical one.

So you have to prepare logo with panel lines, scratches, weathering... Hard to match exactly with base texture (maybe I'am wrong...). Or you have them (weatchering etc.) in the next texture over logos and with next mapping channel?

Vex
07-09-2006, 3:53 AM
nice model, but skinning those warped maps is a right pain.

mrys
07-13-2006, 9:56 PM
I've decided to move my Spitfire Mk II from Rhino/PovRay into the Max for rendering. Now more then 70% of model is in new form. By the way I discovered, that PowerNurbs importer plugin for Max is not as perfect as I thought.

giant551
07-13-2006, 10:34 PM
I feel for you :D Ive never had any joy with the Rhino to Max import. You need a package which has really good OBJ or IGES support for any chance of getting a good rhino export. Softimage IGES to XSI is the best ive ever got export wise. Its not perfect but pretty good.
http://www.military-meshes.com/forums/attachment.php?attachmentid=62&d=1148395781

kevjon
07-14-2006, 1:41 AM
Posted by mrys
By the way I discovered, that PowerNurbs importer plugin for Max is not as perfect as I thought.


Not perfect....but probably best solution available at the moment. We can only wait and see what Rhino 4 brings with regard to converting nurbs to meshes. Reading the forums though...I don't hold out much hope of improvement in Rhino 4. The McNeel people indicated they will be working on improving the mesher in future versions, so that could be a couple of years off.

The spit looks very good mrys, nice update. Can't wait to see it finished. Really like the accuracy of shape in your models and also camouflage & markings.

mrys
07-14-2006, 5:09 AM
Thanks Kevjon:D.

I had a problem with the wings. Some parts was missing after import. And - interesting - left half was imported with no problems but right half was damaged.

On CGTalk forum some people say, that mesher in Rhino is very good, but in spite of some strange bugs I still think, that PowerNurbs are much, much better.

About accuracy in shape, I was trying lowpolys/subdivision method and nothing was changed in my impression, that curves and NURBS surfaces in Rhino gives me more control in shaping my models. Both method had advantages and faults and can produce fantastic results. For me Rhino is still faster and easier to use. Even with export problems.

zarroun
07-14-2006, 5:32 AM
It's coming along nicely and the final render (is there such a thing anyway? :p) is highly anticipated.
So, no more POVRay for you? ;)

mrys
07-14-2006, 6:16 AM
So, no more POVRay for you? ;)


Oh no, I will use PovRay, but rather in my other, no military works;).

mrys
07-16-2006, 2:01 AM
A little bit closer to the end...

kiwi123
07-16-2006, 6:42 AM
nice one Mrys ! Did you hide the tailwheel ?

mrys
07-16-2006, 8:31 AM
No, It just not ready:D

giant551
07-16-2006, 10:50 AM
Starting to take shape really well :) your spot on the money about rhino being fast. Have you had ago with brazil or v-ray for rhino yet, if your just doing stills it could be an option for you ?? Save doing the export

mrys
07-16-2006, 12:07 PM
Starting to take shape really well :) your spot on the money about rhino being fast. Have you had ago with brazil or v-ray for rhino yet, if your just doing stills it could be an option for you ?? Save doing the export

Brazil or V-ray with Rhino... Hmmmm... Sounds good. But probably cost more, then my present soft..:(.