"Remind me why you don't model for FS2?"
Thats really why I started modeling in the first place, but I don't have the imagination. The few FS ships i've done are pretty crap, I've only ever actuall put one into Freespace, and it was just a generic block that flew about and shot stuff.
The whole POF conversion bit confuses me (placing glow points etc) too.
I suppose I could model for conversions (ie the star wars one)...
"Looks a bit long to me, but I am certain that it is only me."
The main dimensions are to scale, lenght, height, wing sweep etc, so it should be ok. The 300 series is longer than the 200, could that be it?
"Frankly, that model is not complicated in architecture, it was probably not as hard as making a destroyer model for FS"
"Jets can be quite a bit harder to make than a lot of spaceships...
Getting the smoothing/nurbs/subpatching/whatever just right is a bloody pain in the arse......"
Exactly. So a tubular fuselage is easy enough, but the nose is always hell. Getting flat planar windows that don't lie along an orthographic axis onto a a curved surface
and making it all look like one smooth surface isn't easy, I'm happy with this model's nose but if you look closely it still isnt perfect.
Also the Rolls Royce engines for the A330 are a pain to model. Most engines you can just make the outline and revolve it, but on the Trent 772 the intake isn't quite round, and the assessory gearbox gives a bit of a bulge at the bottom.
Come to thing of it, the intake is angled forward too... i never modelled that...
picpic 2, closeup"I want a Spitfire in FS2, actually. I had one made way back when I started modding, but couldn;t UV map the model with the RAF insignia in the right place........"
I could have a look at it if you want?
I'm quite intrested in doing a Spitfire or Gloster Meteor, actually.
Back to the A330:
Today i've been modeling the landing gear and they are mostly textured. I haven't made the changes to the fuselage though ie opening for the wheels, and that could take a bit of work.
I'm also starting to think about landing flaps, but they are certainly the hardest part of the model. I can
just about do them in a straight wing, but in a swept wing the cross-section changes as you move out the wing, and this buggers up all the rotation. Its very hard to do them acuratly.
I've also been trying a few short animations. Keyframes are quite new to me, but i've got the basics of a plane taking off - accelerating, rotating, climbing.