Friday, September 19, 2014

New Directions in Model Making

New Directions in Model Making...


For those that know my work in the developer field, usually I make my fuselages with Splines, creating cross sections all lined up to make 'half' of the fuselage in wire that is unjoined.  I then apply Cross Section and then Surface to the joined Splines to get the half of the fuselage.

Well, in a project I was doing the past 2 days, the Splines turned into a nightmare and was turning into a LOT of work.  I had been seeing quite a few tutorials on YouTube on a new direction in model making, where people make a simple model and then use TurboSmooth to 'smooth it all out' intelligently, letting the computer and program finish the smoothing part.  (Usually in the old days, we hand did the model sophistication so that poly counts were low, but these days, our restrictions on poly counts is no longer a barrier, allowing us to make much more elaborate models).

This is an example of such a technique.  I created a 'D' shape box and then extruded it outwards to the front and the rear, making a 'half side'.  I then adjusted it to the basic shape of the fuselage against a photo of the plane in the background that is on a Polygon panel.

The trick is, you keep the basic level structure as long as possible, and check its shape by applying a 'TurboSmooth' and recheck its shape, over and over until you like it.  You can then collapse the stack when the shape is perfect.

Another trick of this type of model making.  If you have an edge that needs to be a certain diameter, or a sharp edge, you chamfer that edge, creating one or more duplicate edges.  You make the closeness of these edges per how you feel they look when TurboSmooth is active.  If the edge isnt sharp enough, go back and bring the second edge closer, then recheck in TS.

With this technique, you are only working on a few Vertices instead of hundreds.  3DS Max manages the end result for you.  The only thing though is that just moving a vertex a very very small amount will make a world of difference in the finished TS version model.

I had seen this done with a Mini Cooper in a YouTube tutorial 2 years ago.  The model was so horrible, so basic.  The wheel arches had perhaps 5 sides on them.  But when he make the TurboSmooth level 'active', the model was a brilliant replica wire mesh with such amazing smoothness.



Basic shape that I worked with.  Note the incredibly basic complexity.  Note the close edges at the base of the front of the perspex and the cowling line and rudder 'edges' where it separates.  This is to keep the edge 'sharp' during TurboSmooth states.




This is TurboSmooth view.  Note the incredible smoothness.






The wire frame stage of the models exterior is close to done.  It will then need paint and mapping, animations, etc.



Some things I did on this also that are interesting.  I used 'Hinge' to create the sides of the Elevators.  I hanged out the edge of the leading edge shape in Polygon mode, dialed in the amount of edges in the Hinge, then extruded the sides rearward.  I then adjusted the teardrop shape via FFD boxes in several stages, then welded up the Vertices.

The main Wings were done from the wingtips inwards.  I wanted that perfect rounded edge and was having issues making that.  I finally made the wing by making a Spline, visible mesh, dialed in the diameter of the tube, saved as an Editable Poly object.  Then I deleted the inner side (facing the fuselage) and extruded that into the fuselage.  Next, I deleted the inside area on the outer edge and used Cap to create the flat side.  The 'bend' in the wingtip was done with FFD boxes.  Very simple, very quick.  I was very thankful for the result.

Sometimes we really need to work on ways to simplify our models.  If we really work on a direction of how we are going to make something, rather then just diving straight into it, we can find a better approach or tactic to creating the shape and spend less time and energy carrying it out.

That and watch lots of Tutes on YouTube.  ;)



Bill
LHC







Wednesday, September 17, 2014

Release of the Learjet LJ24B

Lionheart Creations Release the LJ24B Classic Learjet


We released the long awaited Learjet LJ24B at the end of August this year.  She has had a warm welcome from many.  The immersion factor has been massive with all the various alarms and sound effects and system depth and super high resolution texture sets and vehicle themes. 

With the LJ24B, I introduced a new system called Realism Mode, (code named 'box of tricks).  You flip a switch on and you have the ability to cook your engines, over-rev them, etc.  Another feature is the very rare fuel system of the LJ 20 Series where their fuel is blead from the wing tip tanks first, then the wings.  There are fuel tanks in the fuselage but they are handled as auxiliary tanks.  This means you cannot use the fuel in the fuselage unless you use the transfer pumps to pump the fuel from the fuselage to the wings.  Everything flows from the wings to the engines; left side to left engine and right side to right engine.  There is a hidden computer logic that manages the fuel system.  Like the jet, the fuel is automatically managed (aside from the transfer part).  No fuel selectors.  The tip tanks automatically flow out first, then the wings, and thats it.  You simply overlook them, then fill the wings if needed from the fuselage tanks.


The above photo is a shot of the Learjets fuel management system; the panel and a 'Fuel Map' popup that shows you an actual 3D looking fuel flow model of the fuel loadout.  The blue zones will lower as the fuel runs out.  Pounds are also shown which are how fuel is measured in the LJ.


Here is a screenshot of the blue-gray standard instrument panel of the LJ24B.  The panel was created off of an actual Lear diagram or blueprint.  Much of the instrumentation was taken from photographs of actual instrumentation.  The shading in the color graphics was created in 3DS Max, a system called Ambient Occlusion where the panel sections (and interior panels) are 'Rendered' with a AO map (for each graphics sheet) and super precise shading is generated that give the graphics a wild photo-real appearance.  A lot of technology in just the graphics alone.

Some of the other features include wind noise when you drop the landing gear, gyro spool up sound when you flip on the battery switches, and spool down sounds when you flip them off.  Atmospheric pressure system 'sound' (ambience, one of 3) when the pressure system is active.  Panel, systems sound when batteries are on, this is ambience sound 2.  Fuel jettison option (switches with red covers) for dumping the wing tip tanks fuel loads for early landings.  Landing gear weakened to accomodate damage possibilities when landing with tip tanks full, (a bad thing to do).  Spoilers generate a con trail, engines generate a glowing orange area in the back exhaust which grows brighter when you apply more throttle.  Hide-able full detail passengers also accomodate the rear cabin area.  Tons and tons of detail saturate the model experience.

There is a 'manual' located in the 'manual folder' in the Learjet folder in your sim.  There is also a online version of the manual at Lionheart Creations (dot com) where you can access the manual with your device (tablet, smart phone, laptop), and there is a 'Insights' webpage that shows you alot of ins and outs of the LJ24B.  Lastly, there are 3 tutorials at YouTube that walk you through the Autopilot, fuel system, and startup.

Links to YouTube tutorials are here;

The project went overtime long ago, taking a massive 13 months in development and features a 'ton' of coding and systems.  It has been an immense 'journey' to create this girl.  I hope you all enjoy it.


Bill
LHC