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Gecko6
10 Dec 2006, 13:42
These are some work-in-progress shots for a somewhat, rare bird with in the Sim Community - the A-7D Corsair II. We chose this aircraft because, well, for the most part there hasn't been a definitive model (i.e. like Captain Sims) on the A-7D.

Why the A-7D you ask? Honestly, it's kind of a neglected aircraft, one that you don't see modeled too often or accurately. We hope to change that with the A-7 and produce some other aircraft that are; #1 challenging, and #2 Rarely modeled, and #3 Have an interesting history. Too many F-16's, F-18's, F-15's, F-22's and the likes have been modeled over and over again. So we want to produce some aircraft that are not too popular but that were crucial assets in their time.

We will be representing all variants of the Corsair II Family.

USN

A-7A
A-7B
A-7C
TA-7C
A-7E

USAF / ANG

A-7D
A-7K
A-7F

HAF

A-7E
A-7H
TA-7C

Portugal

A-7P


This model is obviously a WIP, and Dale has got a long way to go on it. The fuselage is 5K poly count. It is being created in Cinema 4D, then when it is done it will be exported to 3DS Max and there another modeler will get it prepped to animate and do final texturing and export to FS2004,FSX, and Strike Fighters.

Features will include a detailed inlet and authentic fan, detailed moving pilot, standard array of lighting, Virtual cockpit, systems such as the PMDS, Radar, and HUD. etc...

Research is going far better then we could have imagined and I am very pleased with the library we have to date. Today we have gained the help of the South Dakota ANG and the Colorado ANG.

Enjoy!

http://www.a7dpit.com/images/photoalbum/8/118410.jpg

http://www.a7dpit.com/images/photoalbum/8/118411.jpg

http://www.a7dpit.com/images/photoalbum/8/118412.jpg

http://www.a7dpit.com/images/photoalbum/8/118413.jpg

http://www.a7dpit.com/images/photoalbum/8/118414.jpg

robby88
10 Dec 2006, 23:28
Nice to see someone posting a wip on aircraft.

However it would be nice if we could see the pics or there was a link to the pics. :confused: ;)

Gecko6
11 Dec 2006, 00:50
The images are not showing up?

I see them fine, is this on my end or a fluke?

robby88
11 Dec 2006, 01:05
The images are not showing up?

I see them fine, is this on my end or a fluke?

Nope still invisible here. I can see images in most other threads :confused:

Gecko6
11 Dec 2006, 10:35
I recreated the links again and they show up on mine. Are they showing up this time?
:confused:

Paavo
11 Dec 2006, 13:40
Yes, they are.

The first time you were probably linking images from a site that had hotlink protection enabled. Hotlink protection prevents displaying images from that server on other sites to minimize bandwidth usage. Since the images were already loaded by your browser, it did not try to download them again when you posted them here, but instead showed them directly from your browser's memory.

robby88
11 Dec 2006, 18:13
I can see them ok today.... very nice I might add :).

However I could see images in every other thread here yesterday.

Looking forward to seeing more progress pics along the way.

Mace
11 Dec 2006, 18:51
The A-7 (Jug II) is a great aircraft to do! Great job!

Work in progress shots are indeed very interesting to see.

Geiger.Daniel
03 Jan 2007, 14:46
Very nice WIP shoots indeed and I'm happy to see it modelled in Cinema 4D ('Cause I use the same program for scenery design ;) ).

Spline or cylinder/HyperNurbs modelling?

allfiredup
10 Jan 2007, 18:03
Very nice WIP shoots indeed and I'm happy to see it modelled in Cinema 4D ('Cause I use the same program for scenery design ;) ).

Spline or cylinder/HyperNurbs modelling?

Hi, I work with Gecko06 on the A-7D Corsair II.

I use HyperNURBS modeling most of the time, but there are time when I go in and use a spline within a lathe for certain parts of the model. I work mostly in Symmetry mode too. I have the model at a low polygon count and then place it within a HyperNURBS at various levels to achieve levels of detail. http://www.colacola.se/ is a great place to learn to model aircraft with Cinema 4D. Check out his tutorial - http://www.colacola.se/wip_p47.htm


The reason I use Cinema 4D is because I also use it professionally as a visual effects artist. I just got C4D 10 studio so I'm really excited to throw this model into Bodypaint and go to town. :)

~DJ

robby88
11 Jan 2007, 01:51
Looking forward to seeing this aircraft. Would be great to see a few more WIP pics from time to time :)

Geiger.Daniel
11 Jan 2007, 05:08
Hi, I work with Gecko06 on the A-7D Corsair II.

I use HyperNURBS modeling most of the time, but there are time when I go in and use a spline within a lathe for certain parts of the model. I work mostly in Symmetry mode too. I have the model at a low polygon count and then place it within a HyperNURBS at various levels to achieve levels of detail. http://www.colacola.se/ is a great place to learn to model aircraft with Cinema 4D. Check out his tutorial - http://www.colacola.se/wip_p47.htm


The reason I use Cinema 4D is because I also use it professionally as a visual effects artist. I just got C4D 10 studio so I'm really excited to throw this model into Bodypaint and go to town. :)

~DJ

:D colacola.se got me into aircraft modelling. Since I don't own bodypaint, I have to texture all in gMax before exporting into FS. Some months ago somebody sent me an *.3ds object textured with bodypaint and asked, if I can test the export into FS. And it worked really nice. The mapping was correct, no need to adjust something.

I really have to get my hands on the new C4D release, because bodypaint comes directly with it. You don't have to buy it seperately anymore (And I really like to see some of my aircraft or other objects UVW textured and rendered with C4D.)

allfiredup
15 Jan 2007, 11:40
:D colacola.se got me into aircraft modelling. Since I don't own bodypaint, I have to texture all in gMax before exporting into FS. Some months ago somebody sent me an *.3ds object textured with bodypaint and asked, if I can test the export into FS. And it worked really nice. The mapping was correct, no need to adjust something.

I really have to get my hands on the new C4D release, because bodypaint comes directly with it. You don't have to buy it seperately anymore (And I really like to see some of my aircraft or other objects UVW textured and rendered with C4D.)

Yes colacola.se is also who enabled me to get into this aircraft, I don't think I would have done is so nicely, if it weren't for him.

I just aquired Cinema 4D 10 Studio with my work. IT'S A DREAM!
I LOVE it. Included with it is tons of video tutorials of how to do model, rig, uvmap, paint and texture, lip sync, and animate a basic scene. It's a plethora of much needed tutorials that I've had a hard time getting my hands on for C4D. So if you can get C4D10 studio, go for it. Like you said Bodypaint is now included within all the releases of C4D10 including the basic version. Bodypaint is soooooo awesome!!! I can't do without it now. ;) I can now paint directly on my model as if I was airbrushing a plastic model in my hands! Wonderful!

It's so cool to see someone else using Cinema 4D, do you have any exporting problems getting your aircraft from C4D into Gmax? What's your workflow?
Honestly, I haven't tackled Gmax yet, C4D to me seems so much more intuitive and easier.

Now onto my progress for the A-7D Corsair II. I've started work on the basic cockpit tub. Now mind you, this tub now is very basic and still needs tweaking here and there to be accurate to life, especially around the panel and glare shield area. I have to also do polygon budgeting at the same time. So I have to figure out what is best poly'd and what is best textured to give 3d depth, etc...

http://img378.imageshack.us/img378/3006/outlookfz6.jpg

http://img453.imageshack.us/img453/6907/outlook1li1.jpg

http://img402.imageshack.us/img402/4104/outlook2fi6.jpg

allfiredup
15 Jan 2007, 11:54
Here are some other progressions which include working on the Texas Instruments AN/APQ-116 radar. This is just the basic shape and boxes at the moment. Also are shots of the nose wheels/tires which are really too high poly for Flight Simulator, but I'm going to keep them around for the future when FS catches up and can display over 100k poly's ;)

Now, the shots below precede the screenshots above of the cockpit tub. I had fixed a ton of polygon/points and when I took the shots of the cockpit tub, the fuselage was finally completed. So you may see some wierd glitches with the fuselage on the images below.

p.s. for Cinema 4D users only, I use the Lumen lite 1.0 from 3Dattack for that nice background lighting to show my models. I love it! Cinema 4D10 also has the new "sky" feature which also incorporates that global illumination.

the Lumen lite 1.0 is free, just scroll down to the bottom of the page (link below).

http://www.biomekk.com/index.php?page=1&cat=107&itm=2

http://img132.imageshack.us/img132/7016/radarij9.jpg

http://img345.imageshack.us/img345/2808/a7dwheelshighpolykr8.jpg

allfiredup
23 Jan 2007, 01:44
Work on the instrument panel. I'm just laying the instrument boxes in with some dials. I've adusted the side panels near the instrument panel to the correct angle.

The first image shows me using a flat panel texture. I use this for a guide to lay out the instruments. But it makes a nice 2D panel texture as well.

http://img248.imageshack.us/img248/7792/283081123xb.png

http://img248.imageshack.us/img248/944/untitled0sx.png

http://img403.imageshack.us/img403/1389/969181651pt.png

~DJ

allfiredup
04 Feb 2007, 15:31
Just some updates on the A-7D Heads Up Display and the ring or rim around the cockpit tub (painted red temporarily). I modeled the brackets and I have just a few more details here and there above the glare shield. The instrument Panel is actually all black, but I have it as a default grey so you can see some basic instrument layout. I also have the HUD being grey so you can see it better. The cockpit is very basic right now, but the HUD model is almost completed. I'll apply decals later. You'll see some faceting here and there but that's because I need to keep the polygon count budgeted so it can be flyable in a flight simulator (too many polygons and it will kill frame rates).

Enjoy

~DJ

http://img380.imageshack.us/img380/6951/rimcz9.jpg

http://img380.imageshack.us/img380/4306/a7dhud3qc2.jpg

http://img380.imageshack.us/img380/3169/a7dhud2vs5.jpg

http://img380.imageshack.us/img380/5803/a7dhud1ec0.jpg

Vitus
05 Feb 2007, 04:02
Hi DJ,

I just want to say that I am really impressed by your pictures. Keep up the good work!

regards
Vitus

allfiredup
05 Feb 2007, 11:13
Hi DJ,

I just want to say that I am really impressed by your pictures. Keep up the good work!

regards
Vitus

Thanks Vitus,

The key will be to get this model crossed over into 3ds Max and onward to Flight Simulator. As I work primarily with Cinema 4D :rolleyes:

Gecko6
14 Feb 2007, 01:05
Dale has been busy and I have to share his work!

http://www.a7dpit.com/images/hud01.jpg

If you look closely you can see the plastic tie that is holding the "In Range" light that is blue when illuminiated. It is on the right hand side of the Hud mount.

http://www.a7dpit.com/images/hud02.jpg

The Hud that we chose to model is the latest version that was in service with the ANG Corsairs. It had a IR display capability that would allow the pilots to see IR Images in the glass.

This is a very high poly verison of our Corsair but indeed a very realistic representation of the HUD.

Enjoy and give Dale Kudos!

Gecko6 out.

robby88
14 Feb 2007, 01:44
Wow !!! Looks great. I hope you can get it across to 3DS Max ok without loosing any detail.

allfiredup
18 Feb 2007, 03:08
I thought I would tackle the A-7D ESCAPAC ejection seat.

~DJ

http://img152.imageshack.us/img152/534/a7descapac1hg8.jpg

http://img152.imageshack.us/img152/5699/a7descapac3xa2.jpg

http://img152.imageshack.us/img152/5596/a7descapac4qa7.jpg

:D

ibanez737
16 Apr 2007, 16:30
Beautiful work!

nlgfx
28 May 2007, 06:43
very nice... but whats your total poly count up to now? Don't you think thats a little bit too much? :eek:

Gecko6
31 May 2007, 12:10
Here is a small update on our project status.

Dale has been very busy and has his hands full with a newborn son and between work and family his is very busy. I give him kudos for doing so much with only so many hours in the day.

Yet Dale has found time to work on our pilot model. His name is LT Michael "Jäger" McLaren.

Jäger has a keen eye and is very aggressive with his flying.

This is a work in progress and there is allot that needs to be done. So this is not the final product by any means.

Enjoy Dale’s wizardry. :thumb:


http://www.a7dpit.com/images/pilot1.jpg

http://www.a7dpit.com/images/pilot2.jpg

http://www.a7dpit.com/images/pilot3.jpg

http://www.a7dpit.com/images/pilot4.jpg

http://www.a7dpit.com/images/pilot5.jpg

Geiger.Daniel
02 Jun 2007, 03:23
Congrats both for his newborn and the nice lookin' pilot :D

I'm wishing the best for this young family.

Gecko6
03 Jun 2007, 14:18
Another quick update.

Dale and I both agreed to a time frame of when the USAF flew the Corsair and during the transition to the ANG. So our equipment needed to reflect this decision.

Dale took the lead and came up with this.


Dale Jackson said

"I changed the helmet to the HGU-33/P and the mask to the MBU 5/P, which,
after doing the research is the type that was used during the Vietnam era.
I still have the HGU-26 and it's mask too, so I'll have a couple different
versions.

All I did here was add the visor (and yes that's an A-7 panel in the
reflection) and added the clips to the side of the mask, and a basic hose.
I still have to add the straps on the mask."


The pilot is coming along great!

http://www.a7dpit.com/images/pilot6.jpg

http://www.a7dpit.com/images/pilot7.jpg

http://www.a7dpit.com/images/pitshot.jpg

http://www.a7dpit.com/images/pitshot2.jpg

http://www.a7dpit.com/images/pitshot3.jpg

Geiger.Daniel
06 Jun 2007, 05:52
Holy!

Lookin' great. Can't wait to see her textured.

gsnde
26 Jun 2007, 04:02
Any news on this great project?

Gecko6
26 Jun 2007, 11:25
Yes but not earth shattering.

Dale is a very busy guy and has been focused on real life priorities.

But he has made some progress.

Here is the Vulcan Gun port modeled into the fuselage.

http://www.a7dpit.com/images/gun.jpg

Here are the gills that vent the radar compartment.

http://www.a7dpit.com/images/gills.jpg

More to come. I will keep you guys updated on the project when we get further down the process.

Thank you for following our efforts.

allfiredup
15 Aug 2007, 00:34
Unfortunately I lost the file on that recent addition with the "gills" and gun buldge. :confused:

But that's okay because I wanted to really re-work that area. I got frustrated with that loss and skipped to the landing gear, so here's some more progress shots. Sorry this is a slow project. I have family commitments that take priority, but I do intend to finish this project. ;)

So here goes:

Enjoy!

(Main landing gear and some shots of the fuselage are dummy models while I work on the gear)

http://img120.imageshack.us/img120/236/picture1lt9.png

http://img120.imageshack.us/img120/1446/picture2gj3.png

http://img120.imageshack.us/img120/6941/picture3uc8.png

http://img177.imageshack.us/img177/9378/picture4nx9.png

http://img165.imageshack.us/img165/8313/nosegear2zz8.jpg

allfiredup
15 Aug 2007, 00:36
Just testing to see if the extended gear will retract and fit into the bay. Since this is a flight sim model, it better, by golly! :D

And... it DOES! Yeah!!!

:rolleyes:

http://img510.imageshack.us/img510/2112/frontgear1cx2.jpg

http://img510.imageshack.us/img510/4375/frontgear2cv8.jpg

http://img510.imageshack.us/img510/6913/frontgear3vb6.jpg

http://img510.imageshack.us/img510/3720/frontgearretractku6.jpg

Gerard
18 Aug 2007, 07:04
Nice project but not suitable for Flight Simulator; poly count is way too high; you're going to run into massive problems exporting it I'm afraid (co-located vertices etc.).

gh

Brother23
18 Aug 2007, 13:19
I like those oldfashioned aircraft. Its more kind of flying than playing with
avionic computers on modern aircraft.

But Gerard is right. Your kind of modeling will be the death of a framerate
counter. And with that it starts when you do something for FSX or FS10.

You can do the most beautiful aircraft mankind has seen in a simulator,
but when the sim runs slow or its stop motion, nobody can and will play
with it.

Currently Im shortly before finishing my FIRST FSX project and I learned
about that stuff above a lot. My Origin in computer graphics is ultra high
quality renderings for computer games with 4 Millions Polygons per Scene
and plus.

SO I had a lot to do of thinking in new way. I call it simply efficiency.
Try to stay around 50.000 Polygons at Maximum and use the Texture
Memory wise. I do eleven 1024x1024 Base-Textures for interior and
exteroir Model. I see it as Maximum because the simulator also use
that same video memory for the landscape.

You understand? You have to stay inside of the limits at all costs.
And certain points you MUST test what you have done in the 3D-Software
inside the FSX Simulator.

For example those tire depressions and other detail on a flat face can
be painted. Yes, not model things below 10 Centimeters. Paint it.
For plasticity you use normal maps.

After doing also some errors in my planning I advise you to first create
a very rough exterior model with blueprints.

But then do first the virtual cockpit. When you finish exterior model and
you see your more detailed cockpit dont fits (blueprints had to bas scale?
theres is a problem.

So rise it from the cockpit and then finish the exterior.

Happy planebuilding and dont stop when you hate it sometimes...

Greetings

Gerard
18 Aug 2007, 14:34
I do eleven 1024x1024 Base-Textures for interior and
exteroir Model.

Is that eleven textures total; bump and specular maps included? That Hughes is an inspirational piece of work BTW.

gh

Brother23
18 Aug 2007, 15:07
...The most textures have been used for the VC cockpit.

There are so many open pipes, levers, tablets etc. that the overall
pixelsurface is high. I think that default Cessna 172 has only 30 Percent.

But I managed it to get it running smoothly. I see this very important, because when a nice plane runs with low FPS its ruining the whole feeling.

So the priority beside the realistic look is the smooth FPS.

I tried normal maps at the beginning in high resolution, but often you can
reduce the size to the half or quarter without seeing differences. This is
primarily when the normal maps have not sharp contrasts. But the experience
has to be made by the artist himself to be fully understand. Its hard trying
at first but later its like a reflex. You simply to know what to do by stand.
Like the old samurais and japanese archers that trained thousand times
until they were able to do almost perfect strikes and shots every time.

Greetings

Gecko6
20 Aug 2007, 19:02
Gerard wrote;

Nice project but not suitable for Flight Simulator; poly count is way too high; you're going to run into massive problems exporting it I'm afraid (co-located vertices etc.).


Brother23 wrote;

SO I had a lot to do of thinking in new way. I call it simply efficiency.
Try to stay around 50.000 Polygons at Maximum and use the Texture
Memory wise. I do eleven 1024x1024 Base-Textures for interior and
exterior Model. I see it as Maximum because the simulator also use
that same video memory for the landscape.

Dale and I respect your wisdom and have taken all of our suggestions seriously.

This project is starting life out as a HD version suitable for video sequences. The final model has the following design requirements:

Model

45,000 Polys max
Texture size of 1024 X 1024
Normal mapping
Bump mapping


Animations include

Control surfaces
Spoilers
Canopy
Gun exhaust door
Speed brake
Leading Edge Flaps
Trailing Edge Flaps
Gear / Doors
Vulcan Gun Barrel
Ram Air Turbine – When deployed
Rudder Peddles
Stick / Throttle
Pilot Head


But it seems that we have another 5k of polys to play with. :)

We will not release any aircraft that is not a great performer or looks inaccurate.

Brother23
29 Aug 2007, 13:20
OK. When you want to do Hires Animation with it, thats OK.

I also like the aircraft most between 1930 and 1980. The modern ones

are too easy to fly, thats nice in real world, but rapidly boring in a simulator

that gives no Gs to your body. So the challenge to master a plane that is

not distanced by fly-by-wire gives the simulation some spice.

Greetings

JGplanes
30 Nov 2007, 14:33
This is one of the planes that I have dreamed of having in FS for a long time. The few models that are out there already aren't that great. Keep up the good work!

JGplanes

jetblast12
27 Dec 2007, 15:46
Outstanding work! I've been waiting for years for someone to make a good FS A-7.

I started my career working on A-7D's and A-7K's (in fact my unit received the very last production A-7 right off the production line, it was a K model.

Keep up the great work, I can't wait to see the finished version.

gsnde
07 Feb 2008, 18:27
How is the project coming along ?