Okay, I'm completing work on the HUD model. Also I started on the Mag. compass that's on the left corner of the glare shield. I turned off Global lighting while I'm working on this virtual cockpit. It's much easier to render things and see detail in the renders. I know it's slow progress, but really I'm trying to get as much detail in this virtual pit as possible (but watching the poly's.) It's really a seperate model in it's own right. Essentially I'm building this virtual cockpit with TrackIR4 in mind - making it totally immersive.
Enjoy!
~DJ
Last edited by djackson on Sun Feb 11, 2007 4:56 am, edited 1 time in total.
Wow, this plane just keeps getting better. . . truely amazing work!
Sincerely, Me
SimV NFL 2006-2007 Season Pool Co-Champion (157-99; 9-2) SimV NFL 2005-2006 Season Pool Co-Champion (163-93) SimV NFL 2004-2005 Season Pool Champion (1
If I get stuck too long on part of a model, I usually get bored so I jump around a little. I think I got the HUD down pat, so I thought I would tackle the ejection seat. Now I don't have any textures, except for the black texture on the head rests. I thought I would try a couple of leather patterns that I had in my collection (I have good references of this seat, so I matched the texture fairly well)
Nice. whout you learn how to make sow detailes parts. just love then. can't wait untill it is done.Really wanna betta test 8-) Keep up the good work and info
Yeah, it's just a conversion process, probably only a couple weeks of conversion for any misplaced or inverted poly's and then adding animation. I can export a .3ds or .obj or lot's other formats (except a max file) from C4D. :)