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Author Topic: Cockpit Questions  (Read 1383 times)

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Lythronax

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Cockpit Questions
« on: October 16, 2018, 09:34:24 PM »

I've practicing my modelling by building a Spitfire V cockpit, here is what has been made so far (just the external skinning):




I'm hoping to make a more accurate but not necessarily tremendously higher poly cockpit than the stock one, I have all the documentation and drawings that I need. However, I'd like to know a few things:

1. Is the 3k poly limit a limitation for the entire cockpit model or just meshes within the cockpit?
2. In general, how should the cockpit be structured?
3. How many cameras should be used?
4. What other structures should be modelled (i.e fuel tanks, mirrors, canopy)?

Thank you in advanced!  :)
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locopiston

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Re: Cockpit Questions
« Reply #1 on: October 16, 2018, 09:57:28 PM »

I'm also newby in this. :-[
but I'm being guided by this ;D
http://www.smsp.org/il2/3d_modeling_bible/cockpits.html
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Lythronax

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Re: Cockpit Questions
« Reply #2 on: October 17, 2018, 09:21:06 PM »

Next milestone :)
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western0221

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Re: Cockpit Questions
« Reply #3 on: October 17, 2018, 09:57:36 PM »

Hi  ;D

New cockpit builder is welcome !

The IL-2 Modeling bible locopiston linked is the best textbook aiming modding IL-2 1946.
But its contents are mixed "System Limit number" and "Recommended standards considering 2001 or 2005 PC power".
"System Limit number" is still not changed and has to be kept (except modding game system upgrade like carsmaster's ones).
Now we can use more High-Polys models and High-Resolution textures under the system limit with powerful CPU and Video card.



And current games (stock / modded) support 6 DOF camera control.
Head moving fwd-bkw / left-right becomes possible. "Seen Area" are wider than old 3 DOF time.
But even moving the head to the limits and rotating neck ..... still never seen areas are not to be needed to model as the cockpit.
3do/ Cockpit/ aircraft_name/ hier.him file has the meter radius value "VisibilitySphere" like 5 or 4 or ....
We have to model the cockpit 3D parts inside the 5m (or 4m) sphere.
Outside of the sphere ..... we see the external models from cockpits.
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Lythronax

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Re: Cockpit Questions
« Reply #4 on: October 18, 2018, 01:51:38 AM »

Hi  ;D

New cockpit builder is welcome !

The IL-2 Modeling bible locopiston linked is the best textbook aiming modding IL-2 1946.
But its contents are mixed "System Limit number" and "Recommended standards considering 2001 or 2005 PC power".
"System Limit number" is still not changed and has to be kept (except modding game system upgrade like carsmaster's ones).
Now we can use more High-Polys models and High-Resolution textures under the system limit with powerful CPU and Video card.



And current games (stock / modded) support 6 DOF camera control.
Head moving fwd-bkw / left-right becomes possible. "Seen Area" are wider than old 3 DOF time.
But even moving the head to the limits and rotating neck ..... still never seen areas are not to be needed to model as the cockpit.
3do/ Cockpit/ aircraft_name/ hier.him file has the meter radius value "VisibilitySphere" like 5 or 4 or ....
We have to model the cockpit 3D parts inside the 5m (or 4m) sphere.
Outside of the sphere ..... we see the external models from cockpits.

Thank you for all the pointers! The IL-2 Bible is good, but in my experience it's been a bit vague in terms of cockpits but I'll persevere.

Here's what's been done in the past few hours:



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Stainless

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Re: Cockpit Questions
« Reply #5 on: October 19, 2018, 02:16:51 AM »

Just a thought, but has anyone built a library of sub meshes for cockpits yet?

After all an altimeter from a BF109 is very probably exactly the same as one from a BF110.

Or do you guys just grab what you need from existing mods?
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