Decaff's Garage
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Re: Decaff's Garage
- decaff_42
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Re: Decaff's Garage

Worked out well, and added a targeting screen in the bottom center of the instrument panel in front of the stick.

Also got the Tail ironed out, updating the NSAWC on the top of the tail, adding the NAVY label, and painting a portion of the fuselage that I originally cut and never painted in!


I'm going to work on getting the stick animated in the C/D model with the red and black buttons sticking to the stick...Shouldn't be too hard, but it's been buggin me for a while now.
Also going to add the mirrors into the B/D canopy
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Re: Decaff's Garage

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Re: Decaff's Garage
I'm Sorry... What?decaff_42 wrote:Since the B/D model cockpit comes from Dragon.
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Re: Decaff's Garage







I keep mixing you guys up in my head for some reason.
On another note, here's the D model so far:

I added the mirrors to the canopy for the pilot, but not the RIO as it just wasn't looking right. Also got the buttons to move with the stick and added the targeting instrument panel.

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Re: Decaff's Garage
It's the USAF font, but I believe the Navy/Marines use the same one.
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Re: Decaff's Garage
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Re: Decaff's Garage
Just took another gander at the paint kit, and for that font, it seems like there is a registration required or something? Im on a mac, so the exe file is useless for me.Rise and Shine wrote:The NSAWC and Navy texts are written with the default font of Blender, and it generates a lot of polys when converted into a mesh. You should use the amaturgt.ttf that comes with the YS Paint Kit, apart from generating less polys, is more accurate to the real thing.
It's the USAF font, but I believe the Navy/Marines use the same one.
Anyway, Got the font installed so I'll replace the text I've inserted so far. Thanks for the heads up. I really had trouble with all those polygons. It'll take me a few hours of work to replace all those letters (even the tail decal will need to be reworked)
-- Sun Nov 04, 2012 1:56 pm --
Fixed the text. I ended up not changing the decal text as it wouldn't quite work with the new text.

I've started to create a set of A/B/C/D model 'blanks' that I can go ahead and paint those without much hastle of assembling the model and making modifications.
-- Tue Nov 06, 2012 5:19 pm --
Okay, an update to an update.
Here's another hornet I've been working on a little:

And here's a WIP from scratch that I will work on off and on for a while. I'm using the real airfoil which creates a good number of polygons on the wing to it's not choppy.

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Re: Decaff's Garage
O_edecaff_42 wrote: And here's a WIP from scratch that I will work on off and on for a while. I'm using the real airfoil which creates a good number of polygons on the wing to it's not choppy.
*faints*
Y-You....shall win the internet if you completed that one....
Asides from that, you're progressing well. Keep it up.


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Re: Decaff's Garage
"We rip those clouds apart so you can see the sun!"
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Re: Decaff's Garage

- decaff_42
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Re: Decaff's Garage
Wow, that would be a tall order to achieve, but something to work for!zak wrote:i am hope you going to be the next martin

I also looked at the one from the tank mod pack, and IMO, the GAC is a better quality and fidelity model.Rise and Shine wrote:There is already a Tu-95 in YS, the GAC one.
I don't know if I'll be borrowing anything from the GAC model, perhaps I will modify the fuselage cross section to be more detailed and use that.
Here's a quick picture of how the wings look with the GAC model fuselage as a reference

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Re: Decaff's Garage

- decaff_42
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Re: Decaff's Garage
I've had past experience with 3d modeling (Pro Engineer) and for aircraft modeling for YSFlight I initially wanted to try making planes in that, but failed miserably. I dabbled with autocad for a while before getting frustrated with how anti-intuitive it was for me.
So far I've just been learning blender tools, reading a couple tutorials for YSF specifics, and just experimenting. Kinda like physics/mechanical systems. Gimmie the equations (tools), an example, and I'll be happy.
Welp, the Bear is coming along at a decent pace. I have the basic fuselage almost done. All I need to complete that is to add the engines.

The only thing that's got me worried at this point is how I'm going to cut the appropriate flaps and control surfaces. I'll have to do some fiddling to get that to work in blender. yay copy tool!
On a side note, is there a good set of lights out there that i could use from an airliner?
Or, is there a tutorial someone would recommend for making lights in blender?
Things to add:
-Wing Slats
-Landing Gear
-Bomb bay
-lights
-Flaps
-detail cockpit
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Re: Decaff's Garage
If you want to look at some really good, accurate aircraft lights from an airliner I suggest taking a look at Greniam's CitationX, he has modeled them perfectly. Especially the wingtip strobes. Often times creating something that small in 3D is the most difficult thing to do, but he nailed it.decaff_42 wrote:On a side note, is there a good set of lights out there that i could use from an airliner?
By the way, I'm not a big combat aircraft person myself (like that was a surprise) but your work is pretty neat. Some of the best work on fighter jets I've seen for YSFS.
Check out my YSFS videos on my Youtube channel!
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- decaff_42
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Re: Decaff's Garage
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Re: Decaff's Garage
No, I don't know his modding permissions, they might be listed on his blog though: http://raptor.ddo.jp/grenium/blog/ I'll take a look at that as well. And I just realized I've been spelling his name wrong all this timedecaff_42 wrote:I'll have to take a look at those. Do you know what his modding permissions are? I couldn't find them on stargear.

EDIT: I put his CitationX page into a translator but it doesn't mention anything on modding permissons. You may want to contact him by email and see what he says. His blog: http://raptor.ddo.jp/grenium/blog/ His email is on the right hand side there, below the small photo.
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