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Cockpit windows

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10,088
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us-arizona
Very nice work Osian. You got it!

Nice screenshots there Milton. Maybe create a neat little tutorial on how you did that for others in the future.
 
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315
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us-virginia
Wow - Lionheart's, john man and Milton_Shupe's methods sounds great. I have been struggling with aircraft windows for years…and I'm just doing static aircraft where precision is not as important!

Perhaps a "copy-paste" of of those posts into the Wiki.

That said, any ideas on aircraft canopies? Trying to keep the poly count low for static aircraft like military planes that can have dozens of iterations on an airbase ramp. So I'd like a "solid" hunk of transparent-ish glass to cut down on on inside vertices - and run into the pitfalls of transparent textures, so expertly explained by Arno in Drawing order problems with transparent textures - thoughts?
 
Messages
10,088
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us-arizona
That said, any ideas on aircraft canopies? Trying to keep the poly count low for static aircraft like military planes that can have dozens of iterations on an airbase ramp. So I'd like a "solid" hunk of transparent-ish glass to cut down on on inside vertices - and run into the pitfalls of transparent textures, so expertly explained by Arno in Drawing order problems with transparent textures - thoughts?


For some, you can start off with a Sphere, cut it in half, then in quarter, so you have the top front, then bend and bend with FFD modifiers. Try to make a simple shape with low polygons and use NURM mode to smooth it. Bounce between NURM and low poly mode as you build it. I sometimes use this technique for the top fronts of roofs, blending it down into the cowling, then attach and weld.

Remember to work on only one side. You can use Symmetry to mirror the other side as you work. You can turn on the other side (Symmetry) via the little test tube looking icon on the far right 'stack' management window so you can see both sides when working on Vertices, Polygons, etc.
 
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10,088
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us-arizona
Also, if you are making very ultra low poly models, you dont have to use TurboSmooth or NURM's to smooth it. You can select Rows of Edges and use the graphite tools Flow Connect and/or Set Flow. These create a new set of runners in the mesh and set their radius as well via a pretty nice algorithm that rarely doesnt work. Selecting several 'Rows' and then clicking Flow Connect instantly smooths out a rough curve.

Search for Arriumus 3D tutorials on YouTube. That guy will teach you so much.....
 

Ronald

Resource contributor
Messages
974
For some, you can start off with a Sphere, cut it in half, then in quarter, so you have the top front, then bend and bend with FFD modifiers.
Other method: (I used in Blender)
- Start with a Cylinder-shaped mesh with the total length of the canopy (in object mode)
- Switch to edit_mode
- Cut the Cylinder-mesh in half (to get that round shape of a transparant canopy)
- Add loopcuts where needed accross the Cylinder length axis
- Scale the loopcuts (in width and height) to bend the Cylinder mesh into Canopy shape.
- Apply a [Glass BSFD] shader to it (with the Cycles rendering engine)
en voila, on low-polygon-count-cockpit at your disposal.
 

hairyspin

Resource contributor
Messages
3,253
Country
unitedkingdom
I remember thinking out how I might model a blown canopy and keep it smooth. Then I had a good look at the real thing and discovered fitting it to an angular frame to butt up to a windshield had introduced the same creased shapes near to the frame that I was trying to eliminate! :banghead:
 
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212
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unitedstates
I have a technique for this called "HILARIOUSLY OVERSIZED POLYGON." I'll put it in my thread so as to not hijack this one.

EDIT: posted.
 
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315
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us-virginia
Remember to work on only one side. You can use Symmetry to mirror the other side as you work.

Wow! I've been using that method–with varying success–for the fuselage, but never thought to use it for a canopy. Thanks!
 
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