World war II german fighter, I tried to make it more detailed than my first. Something I learn from this is if you don't put the model sheet exactly in the right spot the model becomes very tricky to do. One of these days I plan to texture this model.
Nice model. There's something wrong with the nose. I can see the other side.
Join Date: 07.31.2008 Comments: 328
Modeling in Bryce is a challenge! I wish You patience and luck to finish this model. Keep going!
Join Date: 06.04.2006 Comments: 2622
Coming along. Nice camera shot. However, sometimes less is more. WE might appreciate the plane more if we were not placed so close to it. If you have a cluse-up detail you want us to see then bring the camera in by all means, but when displaying a model sometimes it is best when we can see the model in relation to the space around it. Keep it up.
Join Date: 04.15.2004 Comments: 1097
Ok... I've got to say that the orange light is "spot on" in your pic. I like the mood it brings. However only a "mood" in a pic isn't enough. You know that. As I said in your previous entry - great start, you laid very promising foundations starting to do things on your own. I can't be more happy for you, FoxBoy. That is the way an artist should and must go whenever he's got an inspiration for creation.
Two things - your model and your logo..:
Now, forget about lighting and texturing. Concentrate only on modeling, is my opinion. I'll just point out what the render lets me see. It appears the model was "assembled" from parts you either stitched together (by the vertices/edges) or put in one another. Naturally you do need separate airplane parts, but they need to fit seamlessly -> front part, small "glowing" triangle that shouldn't be there;
right wing's tip -> small grey triangle, which is a result of either a missing face or an extra bumpy polygon, should be "masked" (adding another edge that connects the wing's tip to it) or shouldn't be there at all. Your model needs to be smoothed at least 1 iteration before exporting it out of Max in Bryce. But if you smooth it, you'll lose some hard edges that makes the German fighter look like made of metal. In order to retain the needed look on the different parts that make the aircraft you'll need extra edges running along the sides that you want "hard-edged", in other words you need Bevel there. Take a cube or a cylinder and experiment on them the Bevel operation before jumping into re-editing your model. Because in order not to ruin your work so far, bevel must be applied to a ["clean geometry"] (<-click there to see an ex.) must come last in most cases, just before smoothing the model. Example where couple more edges needed - the tail which now seems razorsharp, the curved part of the wing, behind the propeller where the lit part ends, the edges of the wheelholders.
Latly, do not get frustrated when somthing just doesn't work out the 1st or the 2nd time. Give yourself a break, don't rush things, examine your blueprints carefully, And Most importantly - Always find a true-life reference photos from as many sides as possible - that could be a life saver, remember that from me :) I don't want this comment to take more space then it should so I'll just re-link you something I wrote to Connor about modeling operations and workflow. Some of it is Maya-oriented, but the more info you have right now, the better. Cheers, FoxBoy and good work further! [Connor's Ship]
Join Date: 04.15.2004 Comments: 1097
P.S. Try not to take too much space applying your logo, because after certain size extent it starts to interfere with your composition in the render. After all the logo just signifies the author.