I was fiddling around and tossed a quick canopy hinge in in case I want to articulate the canopy.
I have just a little more detail to the fuselage from the tutorial to add and I may toss in more of my own bits then I will be ready to layout the uv's and start the texturing over the Christmas holiday.
note: I realize the hinge is passing through the geometry but from the distance all the shots will be taken no one will really see anything.
I had two options - I could have sunk the hinge pin assb inward (which would have meant adding geometry into the fuselage, upper canopy frame and lower canopy frame or I could pull the pin outward but I wanted to limit the amount the entire assb stuck out. In the end I think this will work fine. It suggests something is there and just adds more visual detail to the fuselage.
In theory I like the idea of the antenna array thing on the top but I am finding that it only looks good from a limited number of views so I reserve the right to rethink that gizmo.
In my honest opinion its actually better than the one I did for the tute. I like the added details and bevels you have put on, thats great, by pushing it a step further its given it even more character so to speak, now build an interior for the cockpit!
I just took the principles Jay demonstrated on the engine and extended them to other areas in the fuselage.
As I said before, the tutorial had lots of useful tips and tricks. I am especially eager to get to the texturing. I have done a fare bit of modeling but not much texturing. I find uv layout to be hard and I am not very skilled with painting in photoshop.
So this is the perfect tutorial that covers modeling and uv layout and texturing.
Work was canceled today due to hazardous weather so I am spending the day watching the texturing videos and starting the uv layout.
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"If I have seen further, it is only by standing on the shoulders of giants.", Sir Isaac Newton, 1675
maya 2009 and mental ray allow you to render using the built in smooth you get when you press the 3 key. So i have not had to physical smoothing for the clay renders.
Not sure if I will have to smooth for the uv layout and texturing.
ahh cool, I dont have 2009 just yet so I was just going to suggest adding an approximation node to the object to save the smoothing, like when you do a displacement render but minus the map.
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