Studying a Bachelor Degree in Game Art, hopefully learning the skills to design model and texture characters in a game ready fashion, and how not to chronically abuse 3d studio max i have decided to compile a journal of my day to day workings...

17/10/2009

Start Your Engines.

The assignment was to construct a low poly model of any World War II aircraft texutre it and provide a simple animation. So i have my first assignment, the door to the virtual world awaits and i want to make my first model worthy candidate. Not knowing all that much about the old crows of World War II I perused the web looking at different types from bombers to dogfighters, Mikoyan-i-Gurevich soviet styled attack planes to the Japanese kamikaze aircrafts i finally settled on the American Equivalent of the Spitfire, the P51 D mustang...

The North American P-51 was a long-range single-seat fighter aircraft that first flew in RAF service as a fighter-bomber and reconnaissance aircraft before conversion to a bomber escort. being economical to produce, the Mustang was a fast, well-made, and highly durable aircraft. The definitive version, the P-51D, was powered by the Packard V-1650, a two-stage two-speed supercharged version of the legendary Rolls-Royce Merlin engine, and was armed with 6 M2 Browning machine guns. The reputation of the mustang was such that a ford designed a sports coupe that now shares its name with it.

 Now i have my aircraft in mind, i found blueprints here and went ahead in constructing them in a fashion from which i could model. In photoshop i applied a pale grey background placed each part, the top front and side view, onto new layer and with a multiply blending mode to each of the blueprint layers this left only the outlines visible.


Using the grid lines I aligned up each layer ontop of each other, so that the aircraft was centred on the grid lines and was the same length, and saved each layer as its own image file.




Then In 3DS Max i created a stage to apply the images, It consisted of 3 Planes 2500x2500px as this was the size of my blueprints. I created 3 planes of 200x200 and aligned them to one another in the 3 axis. Then with the material editor i applied my image as a diffuse map.

 

Apply self illumination and and show in viewport to make the blueprint visible. I set the object properties of the planes to Show backface cull and edges only and took of frozen in grey. then froze the images and was left with my stage ready for modelling...

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