@@RanElliott hi, there's many ways. In this case for the rivets I used scattering. I just selected the outer faces of each panel, spawned points and then instanced rivet geometry on those points. However if I were to do it again I would do the rivets through textures, using a bump map or a displacement map. Using geometry for rivets only makes sense if you're gonna have extreme closeup renders of the model.
Great video, thanks for uploading it. Im assuming the internal members you began modeling at 00:30 could be modified to represent a true internal structural support and then the plane could be split up and 3d printed?
hey Zupremo. this model was not created to be used as an asset in a videogame, so the polycount is too high for that, specially because of the inner frame and separate panels (which were modeled this way for destruction later). Hope that answers your question
Thanks for the comment. This one took me a couple of days of work, probably 3 days or so. However this was largely due to the fact that I modeled the frame as well. I modeled a spitfire mk5 with the same method, just the panels an that took 2 days or less.
Tutorial step by step Pleaseeeeee....
Modeling the fusage without the canopy, great idea! blocking out frame and live surface quad drawing those shingles, fantastic stuff
this is my favourite video in all of youtube
Corríjanme si me equivoco, pero no suele ser recomendable modelar todo desde una sola pieza en lugar de muchas partes por separado??
The nose radiator of BF109 is the point where all designer have dificult to hit perfection.
Nice modelling, can you put the tutorial please ?
@0:17 what kind tool is that? build poly along the surface?
That is the quad draw tool in Maya, from the modeling toolkit window.
WHY CANT I PUT MORE LIIIIIKES
You make this look so easy!
Thank you Ben. It's a simple process, just requires practice and lots of patience!
please make a step by step
..nice work
please make the same tutorial for helicopter modeling. it would be great
amazing !! can i ask what's the name of the black lines technique? thanks!
hey, I'm using the maya modelling toolkit for retopologizing :)
Mesh tools -> Quad Draw
Why did he use black lines ?
@@nicolasguerrero2687 thanks for the video and the info...i was wondering about a good way to make the rivots and seams on the airplane model
@@RanElliott hi, there's many ways. In this case for the rivets I used scattering. I just selected the outer faces of each panel, spawned points and then instanced rivet geometry on those points. However if I were to do it again I would do the rivets through textures, using a bump map or a displacement map. Using geometry for rivets only makes sense if you're gonna have extreme closeup renders of the model.
If it's possible
Can i have a link of the reference sheet?
Couldn't find something satisfying on the internet
Thanks in advance.
Great video, thanks for uploading it. Im assuming the internal members you began modeling at 00:30 could be modified to represent a true internal structural support and then the plane could be split up and 3d printed?
You said in another reply that this was too complex for game use, but what would make it a usable poly count i.e. War Thunder?
is this kind of polycount acceptable for current gen games?
hey Zupremo. this model was not created to be used as an asset in a videogame, so the polycount is too high for that, specially because of the inner frame and separate panels (which were modeled this way for destruction later). Hope that answers your question
Ok. thanks for the quick reply!
May I ask, how did you model the under side of the wing? I've found the reference image but there was not much to see on the under side.
Mmm. I like this method. I've already modeled the body of an me-262 and was wondering; how long did it take you to do this?
Thanks for the comment. This one took me a couple of days of work, probably 3 days or so. However this was largely due to the fact that I modeled the frame as well. I modeled a spitfire mk5 with the same method, just the panels an that took 2 days or less.