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Helicopter Pilot (Low Poly Model)

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mexico
Hello lads

I've just finished a helicopter pilot and I would like to show it to you. This is my first model textured and
mapped. If you like, perhaps I could donate the model to fsdeveloper and anyone could use it in your projects (if Arno and/or other staff members agree). It was designed in 3ds max 2010 and hopefully it qualifies as low polygon model:

- 1180 polygons.
- 1216 vertices.

I hope you like it.

Kindest regards,
Sergio.
:wave:
 

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Bill

Thanks, coming from you it means a lot for me. It took me more time to do the mapping than modeling...o_O
The mapping for me it was a nightmare and I'm not really happy; still in the learning curve :eek:

Kindest regards,
Sergio.

P.S. I have learned SO MUCH here, thank you all!!!
 
As far as I know, .max files made in newer versions arent backward compatible to older versions. Can you provide the model in other formats as well? I think .OBJ or even a simple FS9/FSX .mdl should do. (The latter can be run through ModelConverter and then be imported into Max/Gmax or Blender.)

Other than that, really nice work!
 
Hello Heretic!

Yes, off course. It's Ok if I upload an external link?

It will contain all I've done: step by step max files, reference images, layered graphic files, etc. As you requested, I will try to test it first in several
file formats. As soon as I have everything organized and ready, it'll be posted here. If you don't mind, take a look to the uv's an try to enhance them
because I am still learning how to do it... :(

By the way, I'm not familiar with Model Exporter X; what's the best way to export a file in order to use it? I have tried to open a simple mdl. or a bgl file and doesn't work. Perhaps an 'x' file format will do the trick (I will include this format as well).

Kindest regards,
Sergio.
 
Hello Heretic

I don't have FSX or P3D :oops::oops::oops:
Perhaps you could assist me with those formats, will you?

Thank you.
Sergio.
:wave:
 
In that case, go for Wavefront's .OBJ format. I think 3ds Max supports this out of the box.

The most important thing in choosing an export format is that the UV coordinates are retained. Posing (and maybe animating) the model is up to the people putting it into the pilot's seat anyway.
 
Hello Heretic!

Ohhh... I was trying to get a sit position as well and perhaps enhancing a little bit the uvw map coordinates. So, I assume that the neutral position will be enough. It's taking some time, because I have not tested in Gmax; hopefully, the download link will be ready in a few days.

Thank you.
Sergio.

P.S. No my dear friend, I am the worst developer ever. :D:D:D
 
That is nice, antaris. Do you have any tutorial, or video that you use, so I can review the method of making low poly human?
 
Hello jtanabodee

Thank you for your kind words. As I mentioned, I will include the steps I've made (3ds max 2010) in a project folder (bear with me, in a few days). However, I can provide a link for a full 3ds max tutorial (by Arrimus) which will cover the basics in great detail. With the project files and the model (*.obj, *.x and *.max) you will be able to study the geometry.

I started with the reference images (already set up and ready to start modeling); then I did a simple box with 1 length, width and height segments covering the left half of the chest.

Then, I kept adding edge loops to place a new set of vertices as needed. This method is called "box modeling". Arrimus usually use the "polygonal modeling method" which is similar to this and, perhaps one of the best ways to keep your topology clean. In this project, I combined this two methods to achieve the final result.

Here is a video where you can follow and get the main idea:

It's for Maya, however, the principles are the same. In 3ds max or Gmax, you can achieve this by ringing, looping and finally connecting edges. Keep in mind, that exists several ways to do the same thing (for example, using swift loops in 3ds max). Any method you choose to use, will have different advantages and more or less accurate results depending on what you'd need to do.

And this is what I followed:

Another one playlist in this exact context (low poly character):
https://www.youtube.com/channel/UCg3olPTFOXe8WeDappKQpTg

In the last playlist be careful, set your units in meters. If you need help to set your reference image in scale, just ask an I can show you how to calculate the pixel/m, pixels/ft or other conversion if you need it.

One of the main goals when you model, is to have 4 sided polygons (on the jargon, also known as "quads") in your mesh. If you follow carefully the videos, Arrimus will introduce this concept in steps. As you go along, this will be more and more clear to you. Remember, many techniques used in 3ds max can be applied to Gmax as well.

And here you have all Arrimus playlists:
https://www.youtube.com/channel/UCSLLdTBwLMfTKWS56tOiQpw/playlists

Just follow "Introduction to Modeling in 3D Studio Max" (playlist with 174 vids)
Try to be patient and... DO not skip any video. All are fun, very clear and -in most cases at least for me- not so hard to follow.

However, if I can do anything to help you (with my very poor set of skills) it will be my
pleasure.

Kindest regards,
Sergio.
 
Last edited:
Here's the pilot in .max (Max 9) and .mdl format. I've auto-smoothed the mesh and mapped it with a single material instead of three materials.
 

Attachments

You're welcome. Hope it'll be of some use to devs doing helicopters.
 
Hello jtanabodee

I was reviewing the Arrimus material and I found that videos 22 & 23 (from the playlist I linked here) covers interesting details on low poly character
design.

Cheers,
Sergio.
:wave:
 
Hello Rob

Sure, go for it. Remember that I am a newbie modeler and this is a very modest work which needs more care (especially with the UV's) :duck: :duck: :duck:

By the way, lovely work mate!

Cheers,
Sergio.
:D
 
I am an Arrimus 3D follower. That guy is absolutely amazing. Awesome tutorials.

I know because you told me about him as well, that's one reason that I was able to model this guy; you lads, did the rest! :p

Cheers,
Sergio.
:wave:
 
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