hellicopter models

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
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[users]soccerbummer1104





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hellicopter models

Post by [users]soccerbummer1104 »

heres a huey and an attack copter the huey is the 1 in shelshocked
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rossmum





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Post by rossmum »

Good attempt, but needs a little work.
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SnaFuBAR





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Post by SnaFuBAR »

nice work. they could both use a little touching up. mind posting a couple of 649x480 wireframe renders?
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Dude. No. Do you even know who Katarn and Snaf are?They are some of the few 1337est modelers that have ever set foot in CE. =D
[users]soccerbummer1104





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Post by [users]soccerbummer1104 »

here are the wire frame , and dont worry the back wing is like tat because i hope to make it exploadable like the shee in halo 2 but for the helli, and also the rockets in the fighter copter are very high polly, but those are not attavhed to the helli, those are projectiles

edit: whoops forgot pics Image Image Image
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SnaFuBAR





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Post by SnaFuBAR »

a lot of things could use heavy optimizing. things like the turrets, rockets, rocket pods, landing gear and props have too many polies. you don't need so many segments or sides for those things.
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Dude. No. Do you even know who Katarn and Snaf are?They are some of the few 1337est modelers that have ever set foot in CE. =D
Gavel




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Post by Gavel »

Couple things:

1. Helicopter blades are angled to produce lift, you don't think they fly by just spinning their rotors do you? The angle of the blades moves fast enough that it creates a vacuum behind it forcing air downward. Helicopter blades also flap a bit but don't make that into the animation.

2. Rockets on rocket pods are housed in a missile box, you cannot see the missiles because they have a black thin layer in front of the misile openings. Therefore, you do not need to model the actual rockets.

3. It looks Extremely high polys on those tubular parts and not enough on the actual body of the copter. Lesson: tubes matter little actual body and other details matter most. If you are making a rope bridge low poly, simple 3 sided ropes will do. With a good skin, they are quite convincing.

4. The helicopter blades do not need to be flat, and a simple texture trail behind the blades will give the effect of a very fast spinning rotors. In fact it eliminates collision problems if you just make a large circular thing above the helicopter and texture it to look like the rotors are spinning.
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K!llA-hackz





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Post by K!llA-hackz »

heres what i think. little less on the rounding on the first heli model nice details though and definatly keep up the good work those are some nice models.some of the best heli models ive senn so far
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