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Piper Warrior

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21
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scotland
Am I wasting my time with this. The 3 views are dreadful as I couldn't find any decent blueprints. Not sure whether it is worth persisting with.
W1.jpg
 
Looks nice so far.:)
Keep up the good Work and don't give up.
I was already dealing with much worse blueprints and you are almost done with needing them for reference.:D
 
Looking good so far. You need to keep the base mesh so you can keep tweaking the bird.

For blueprints, read up on how to work the Bezier Splines and make a set of splines off of the blueprints. They will be super crisp against the background and you can go into mesh view mode and still see the lines then. Makes it much easier to build your plane from like this when blueprints are rough.

For side views, you can find a photo taken from far away, zoom lense, dead straight from the side (and sometimes the front and rear also) and use those as a blue print side view. You'll have to measure and scale it correctly to make it work in the scene. I tend to now use photos for side views all the time as they are more precise then someones drawings which are usually way off, only done for some brochure, etc.


Bill
 
Looks good. Keep it like this for now and see how it turns out regarding performance. Also keep an eye on the total vertex count.
 
Thanks Dave going to try and use less polys on the other two. At least I only have to build one and can clone it.
 
Do not use a different poly count for the other wheels as this would look weird. Try to keep them equal and reduce them all if necessary.
 
I already tried reducing the poly count by selecting half the edge loops and removing them but it messed the mesh up way too much. Is there a better way to do this? Will do what you say and keep same poly count for other two.
 
Certainly looks good. But I'd go for lower poly and spend those on extra details like wingtips, roots, lights and such. Anyways have in mind that I'm no "pro" on this ;)
 
When you have straight lines in cylinders, you can delete most of the cross sections (Rings) but keep one or two in the middle to keep textures from warping or shading oddly.

You can create tires via making half of a cross section 'Spline'. Then use Lathe to turn it into a half of a tire. Then Symmetry to mirror it, and Voila, done. Set the amount of sides you want on the Lathe and you will have a tire that is perfect and doesnt have too many Polygons.
 
Its amazing to study pro Gaming models that come with games, even like FSX/P3D. The models look so realistic in the sims and games, but when you open them and see how they are made, they are terribly basic, very few polygons. Most of the realism comes from textures and having 'just enough' Polygons to give it the right shape.
 
Its amazing to study pro Gaming models that come with games, even like FSX/P3D. The models look so realistic in the sims and games, but when you open them and see how they are made, they are terribly basic, very few polygons. Most of the realism comes from textures and having 'just enough' Polygons to give it the right shape.

Yeah I agree with that! I'm trying to model a car for a simulator and I've seen models more detailed and more "tidy" than mine and are made with so few polys. It's a matter of practice, like almost everything
 
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