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Author Topic: BAE Hawk T1 Fighter Jet!  (Read 558 times)

« on: September 15, 2013, 07:01:53 AM »
A nice little fighter jet model for your game!

This is a quick model of a BAE Systems Hawk T1 that I have been working on. There is not much detail on it besides the control surfaces such as flaps, ailerons, rudder and elevators and the RAF target ensign on the left wing. The cockpit is hollow and has no pilot unfortunately.

Note: There is no .X file for it, as I am using Unity3D and have exported it to .3DS and .FBX


Model has:
Black metal material - looks nice when rendered in Blender
9.5k Polys
.3DS, .FBX and .OBJ file formats available for download

If you're looking for a basic aircraft for your flight sim, arcade style aircraft game or a replacement for the old Cessna in the aircraft project in 3D Rad then this should be ideal.

Renders:






This is my first 3D Model, so feedback will be much appreciated! I hope you guys find this useful, any question then feel free to PM me :)
« Reply #1 on: September 15, 2013, 07:41:58 AM »
This is my first 3D Model, so feedback will be much appreciated!

Okay, first of all, the polycount. 20 000 triangles?! What were you thinking? The cockpit consists of squares barely a few milimeters large. Why?  ???

And secondly, textures. That kinda speaks for itself.

EDIT: Another note: there are some backface problems. The rear wings, the left wing and the right jetmotor should be inverted.


I'm sorry to be so hard on you, but this is how things work.
« Last Edit: September 15, 2013, 07:43:46 AM by RobertooMolvadoo »
Rocket Rumble, a 3D Rad puzzle game:
http://www.3drad.com/forum/index.php?topic=9896.0
« Reply #2 on: September 15, 2013, 08:22:02 AM »
This is my first 3D Model, so feedback will be much appreciated!

Okay, first of all, the polycount. 20 000 triangles?! What were you thinking? The cockpit consists of squares barely a few milimeters large. Why?  ???

And secondly, textures. That kinda speaks for itself.

EDIT: Another note: there are some backface problems. The rear wings, the left wing and the right jetmotor should be inverted.


I'm sorry to be so hard on you, but this is how things work.
Argh, okay, I haven't been able to test it on anything other than Unity and within Blender. I increased the polycount on the cockpit so that when it was put into Unity it would look better for being reflective and transparent, as in Unity if it had stayed at the original polycount it would have looked incredibly ugly.
I'll have to work on this, thanks for the feedback!
« Reply #3 on: September 15, 2013, 08:49:09 AM »
LOL@ Roberto...

seriously though... Rob's right... you can't possibly imagine anyone using a model that poly heavy in a video game... especially one as generic as this...

ya gotta keep stuff like that in mind when making visuals for 3D games...


--Mike

Krewmember

« Reply #4 on: September 15, 2013, 11:10:42 AM »
Quote
Argh, okay, I haven't been able to test it on anything other than Unity and within Blender. I increased the polycount on the cockpit so that when it was put into Unity it would look better for being reflective and transparent, as in Unity if it had stayed at the original polycount it would have looked incredibly ugly.

That's what smooth shading is for.
« Reply #5 on: September 15, 2013, 11:53:44 AM »
Check this out (and excuse the crude 1/2 done texture) - but look at the smoothness all from 1168 triangles - and there is still a few unneeded polys to edit out.
...2000 3000 polys is plenty for any car or plane model if the texture and bumpmapping are good.
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