[WIP] Gamemodel Arado Ar 196


(Shaderman) #41

*** Project cancelled ***

I’ve lost my patience trying to do this with Milkshape. I think Milkshape is very nice for simple shapes but a model like this should be made with a professional software.

Let me know if someone would like to finish it. I’ve still got the Milkshape files, blueprints and pictures :slight_smile:


(Diego) #42

In case someone picks up where you left off, I have a suggestion for your wing problem that will help other modelers.

The main reason your wing will not light properly is because you have all the triangles from your rounded edge radiating from vertexes at the center of the wing. This creates very long narrow triangles that rendering engines don’t like and it is also an inefficient way of modeling.

In order for an engine to read as few vertexes as possible, modelers use UV stripping. Basically, that means you want your triangles to all angle the same way as much as possible. Like this:

|/|/|/|/|/
|/|/|/|/|/

To fix the majority of you lighting problem, you want to use at least 3 vertical and 2 horizontal segments on each side of the wing. It adds to the poly count, but reduces vertex count because they will be shared over multiple polygons.

Not sure how long I will keep this image up, but this is an example of what I mean:

http://webpages.charter.net/dt3d/screenshots/junk/wing.jpg

I still have vertexes at the tips using the “spoke wheel” layout. But the polygons are much smaller and will give you fewer problems with lighting. I have only modeled in programs like Maya and Softimage so I don’t know how much control over the vertexe angles you have in milkshape. But if you can get your wing to look like my picture, you should have fewer issues with it.

And personally, I would use 2 indentical wings attatched to either side of the body instead of 1 big wing penetrating it.

And one other note to whoever finishes it. If you want a flying version of the plane, don’t use the modeled propeller. A square plane with an animated propeller texture is the way to go.

Good model by the way.


(zenith-ply) #43

This is interesting. I’m working on a model in ms3d that I imorted from radiant using the .map ->.ase.->.md3 route. I haven’t come across this phenom yet. Either I’m lucky or I’m missing it. Maybe the model cleaner tool helped me or some smoothing group, I don’t know yet.

The only thing I can add is that the one thing I would like to see in ms3d is a spline animation tool. If I knew how to develp one, I’d ponder doing it. ms is good for even multiple wheel rotaions (or for planes a propeller), but when it comes complex stuff like tracks you have to push each poly at a time.

Anyways good luck on the project, I’m sure you’ll get into it again.


(No1_sonuk) #44

You shouldn’t give up too easily, my C47 was made in Milkshape, along with most of my weapon models.
C47 (the undercarriage struts are modelled, not an alpha-skin) - http://www.tim-jacobs.pwp.blueyonder.co.uk/bob/c47.jpg


(Shaderman) #45

Thanks for your replies and sorry for my late answer.

I made several approaches on the wings, one of them was like you suggested but without that split in the middle.

I don’t know how much control over the vertexe angles you have in milkshape.

AFAIK there’s no way to change vertex angles in Milkshape and I think this is the reason why I never got a satisfying result :confused:

And personally, I would use 2 indentical wings attatched to either side of the body instead of 1 big wing penetrating it.

That’s what I did. First I tried to make one piece but ended up with two separated wings. I even tried to work with separated top and bottom side.

Thanks for your detailed explanations!

If nobody else will have it and finish it… who knows. Never say never… :slight_smile:

This looks really nice! how did you make the wings?


(No1_sonuk) #46

I made one wing for one side, then mirrored it.

Here’s how I usually make wings.

First I made a cylinder with at least 10 sides and a few stacks.
Lay it on its side as though the cylinder is the wing.
In the side view, reshape the cylinder so that its whole length is the shape of the wing root, making sure you have vertices in the places where you’ll need to change the shape or smoothing groups.
Next, switch to the top view and scale and move the individual stacks in just the length axis to match the wing shape.
Then switch to the front view and do the same thing with the height.
The wing tip can be a bit fiddly, but shouldn’t take too long.


(psyco_mario) #47

you gave up?

noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
never give up!

!slap shaderman with a smelly tuna fish till he changes his mind!


(EB) #48

Shaderman has been working on something else that will benefit the community alot more than this model being finished, just to let you know.

And the work is good…you’ll learn about it soon enough. :wink:


(zenith-ply) #49

Shaderman, I’d like to give it a shot. It’d be nice to help someone out and do some more practice @ the same time. I will probably/maybe start from scratch, but I will want the model in case I want to borrow something from it (like the propellers)

It wont be an overnight task (as I am currently fixing my tank) but, I can at least give you some confidence in a completed model some time even if someone else tackles it. I might be able to fix the wing problem without using max, but well… we’ll see.


(Shaderman) #50

Nice.

Here are some links with images which could be useful:


http://www.lexikon-der-wehrmacht.de/Waffen/Ar196.htm
http://www.fortunecity.com/meltingpot/portland/971/Reviews/luftwaffe/ar-196a.htm
http://www.luftwaffepics.com/lar1961.htm

http://www.bismarck-class.dk/technicallayout/aircraft/aircraft_scale_plans.html
http://www.airwar.ru/enc/sww2/ar196.html

Send me your mail address via PM and I’ll send you the model :slight_smile:

Good luck!


(zenith-ply) #51

Done. ygpm

Plenty of info there m8. I’ll see what I can do.


(zenith-ply) #52

Hey guys. I’ve got a modelling philosophy type of question you can maybe relate to.

First off let me say for the vert count on this model shaderman did quite a job constructing what you can get out of the model for what is used.

Just wondering what sort or prefference there is for mounted guns on models (mg15 in this case). Normally I wouldn’t put anything on a model unless I could use it for something. Just want to know where you guys are with this. It will speed up the process in me finlazing the uv map. So far I’ve added the strut geometry. Not much else needed. Pic below.

Kind of bare bones still, but the mg15 part is my only hang up. Thanks.


(zenith-ply) #53

[b]shaderman did quite a job constructing what you can get out of the model for what is used[/b]

Don’t worry, I’m not sure what that means either… :_


(Shaderman) #54

Maybe someone else knows what you wanted to say… Sorry, I don’t get it :eek2:


(cookie_box) #55

when does anyone know when this beatutyfull model is out whit or whit out texturez?


(zenith-ply) #56

Shaderman emailed me the model, so unless anyone else is working on it or something goes horribly wrong, I would imagine tommorow night @ the latest. I have no intention of hijacking the project and keeping it longer than that so hopefully its all nice an perty-like by then.

I might post ss of the diff text schemes beforehand. Shaderman will be getting the file first and he can do with it what he wants, including posting a download. Right now I’m just testing things out adding simple geometry and got to write the, qc, shader fie test it in a map, make a broken vers (not hard to do) etc…etc…


(zenith-ply) #57

Hi. New images in. I’m @ the footstep to finishing this off. Just need to finish off the canopy, add final decals (not sure about the tripits logo w. this scheme) some little wear/shadow marks and possibly add a shader prop.

Figure I’d explain why I vanished as well. Vertex snapping, fixing the shadowing problem (done) and well uv mapping is always interesting…

Anyways just a preview. Can hardly wait to finish this and the arty off so I can start the flakpanzer and jadgtiger. :stuck_out_tongue_winking_eye:


(cookie_box) #58

nice work!! :smiley: what about an sturmtiger :rolleyes:


(zenith-ply) #59

OT: good idea (decent tank) but the jadgtiger would be quicker to model due to the base and wheelset (tiger2) already having been made. Maybe Bravo or someone would like a hand @ that one. :slight_smile:


(cookie_box) #60

Bravo is making me an Panzer2 :stuck_out_tongue: , btw i have an idea, the jagdtiger uses the main hull of an tiger, so do the sturmtiger :roll: