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  #76  
Old 06-09-2011, 11:09 PM
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abaser abaser is offline
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Not trying to hijack here, just for comparison
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  #77  
Old 06-09-2011, 11:26 PM
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Between the wheel pants, gear, helmet, nav lights, and canopy is where you have allot of polys invested. Instead of banding the fuse with edge loops below the canopy you could terminate those edges by making the canopy a separate piece of geometry. You could select every other edge loop in the nav light and wheel pants and dissolve them. I count 58 polys you could gain by dissolving the edges that horizontally bisect the wing tips. I cant see from the pics but it looks like maybe there are more sides then you need in the cylindrical geometry around the air frame. All that said your toucan is looking great Andy. Your a natural.
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  #78  
Old 06-09-2011, 11:37 PM
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Quote:
Originally Posted by Boof69
Between the wheel pants, gear, helmet, nav lights, and canopy is where you have allot of polys invested. Instead of banding the fuse with edge loops below the canopy you could terminate those edges by making the canopy a separate piece of geometry. You could select every other edge loop in the nav light and wheel pants and dissolve them. I count 58 polys you could gain by dissolving the edges that horizontally bisect the wing tips. I cant see from the pics but it looks like maybe there are more sides then you need in the cylindrical geometry around the air frame. All that said your toucan is looking great Andy. Your a natural.
Haha good advice....take a quick peak at the example I did on his screenshot (I posted it in his build thread) I also explained how the vertical formers below the canopy could be cleaned up. Again no serious errors at all.....just things to tweak, adjust, as he models more and more. All your other points were very important as well.
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  #79  
Old 06-10-2011, 04:38 PM
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It's crazy.
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  #80  
Old 06-12-2011, 02:14 PM
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Did allot of mapping today and have everything that is modeled mapped!
The AT-802 is at 13,265 poly's and can be reduced a bit further.
I still will be modeling the various hand and foot holds about the fuse.
6 cleats on the floats. Hardware on the nose of the fuse above the water hopper.
Also rudder pedals, and the collision mesh. I should be able to get that all in with the
6,735 polys I have left.
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File Type: jpg AT-802_001.jpg (413.3 KB, 18 views)
File Type: jpg AT-802_002.jpg (385.0 KB, 16 views)
File Type: jpg AT-802_003.jpg (316.8 KB, 17 views)
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  #81  
Old 06-14-2011, 12:47 AM
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The AT-802 is in RF and after much ado I finally got the landing gear figured out. This the first time I used helper objects. It's actually easier than I've thought in the past. I'll get the rest of the physics completed tomorrow hopefully. Then I'll get on the CS.
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  #82  
Old 06-14-2011, 01:17 AM
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Looking good Boof
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  #83  
Old 06-14-2011, 11:00 AM
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I can't wait to see how your model behaves on the water. The one I created had weird float tendancies. I figure I never refined my model but still, I never cared how my model reacted. I always had to let ot take off on it's own--too much drag when pulling back on the stick. My flaps were incorrect too. LOL.
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  #84  
Old 06-14-2011, 01:56 PM
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I haven't started in with the water physics yet but I do see the same tenancies you noticed. I have to let her rise on her own. If I fight it it seems as if there is a water tension that needs to be over come and when the floats break the surface she rolls hard left. It may be the dualies dragging in the water and need to be raised a bit more. I don't know.
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  #85  
Old 06-16-2011, 12:47 AM
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I figured out the deal with the floats. The higher the displacement value percentage the more buoyant a given object will be. A value of 500 will put the floats right up on top of the water. The real problem was the the big set of dualies setting in the water under the floats. I raised the displacement value and it helped quite a bit. The other important value was flooded displacement percentage. By default objects other than floats are given a value of 80. Which means it will take on water. 4 water logged tires hanging under the floats wasn't helping. With those changes the water behavior is normal. Now that the ground and water handling are under control I can focus on flight. Went back into max and modeled more detail. Roll cage in the cockpit, throttle, seat belts, cleats on the floats, and the hopper top filler hardware.
Attached Images
File Type: jpg AT_001.jpg (282.0 KB, 19 views)
File Type: jpg AT_002.jpg (308.0 KB, 26 views)
File Type: jpg AT_003.jpg (283.4 KB, 24 views)
File Type: jpg AT_004.jpg (300.1 KB, 19 views)
File Type: jpg Poly.jpg (29.1 KB, 21 views)
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  #86  
Old 06-16-2011, 01:15 AM
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I think I should nick name this one the Porcupine.
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  #87  
Old 06-16-2011, 01:41 AM
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Or the flying sea urchin.
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  #88  
Old 06-16-2011, 07:46 AM
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An Idea

Make the button on the joystick click when you turn on smoke, are the controls and canopy doors going to move?
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  #89  
Old 06-16-2011, 08:49 AM
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need more

I hope somebody is working on an airport with a a scale fire so we can use this equipment.
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  #90  
Old 06-16-2011, 09:11 AM
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Quote:
Originally Posted by myfly021
Make the button on the joystick click when you turn on smoke, are the controls and canopy doors going to move?
Yes all the controls are moving currently. I didn't think about the fire button thing. I could add that.
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