Making an Aeroplane Help

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Making an Aeroplane Help

Postby Minor_Threat on Mon Jan 07, 2013 9:56 am

Hi,
I am currently in the process of making an airport map for CS GO, in which I hope to include an aeroplane which you can board, where the hostages will be located, similar to cs_747 on the original Counter-Strike. I was wondering if anyone could share some wisdom on how best to achieve this? I thought about making the outer shell of the fuselage using XSI, but then reconsidered ,thinking that it may cause problems when coming to fitting the interior, which is most likely to be made from brush work. I also wondered whether the sheer size of it coupled with its complex shape might cause issues with lighting, an issue that I've experienced in the past. If anyone has attempted this in the past I would love to know how you approached it!

Thanks.
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Re: Making an Aeroplane Help

Postby Habboi on Mon Jan 07, 2013 10:55 am

An interesting challenge. Brushwork is out of the question so I think making the entire plane a model that's split up would work quite well. I'm talking like seats as a seperate model, walls etc. Source is much better at lighting models when you do a final (slow) compile but it will take some fiddling to get it looking right.

I mean if you look at the plane models Valve use you can see they modelled the interiors so that might be the best way to do it.
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Re: Making an Aeroplane Help

Postby amckern on Mon Jan 07, 2013 11:01 am

why not make the model after you completed the brush work?

The other thing you could look at is making it the AN-225 - http://en.wikipedia.org/wiki/Antonov_An-225_Mriya
or
C-130J
http://en.wikipedia.org/wiki/Lockheed_Martin_C-130J_Super_Hercules
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Re: Making an Aeroplane Help

Postby Minor_Threat on Mon Jan 07, 2013 12:43 pm

Habboi wrote:An interesting challenge. Brushwork is out of the question so I think making the entire plane a model that's split up would work quite well. I'm talking like seats as a seperate model, walls etc. Source is much better at lighting models when you do a final (slow) compile but it will take some fiddling to get it looking right.

I mean if you look at the plane models Valve use you can see they modelled the interiors so that might be the best way to do it.


Hi, yeah I can see that brushes aren't going to work, I did try a series of smoothed 360° arches to see whether that would save me some effort but the results weren't great lol. What are the Valve models that you are referring to?

amckern wrote:why not make the model after you completed the brush work?

The other thing you could look at is making it the AN-225 - http://en.wikipedia.org/wiki/Antonov_An-225_Mriya
or
C-130J
http://en.wikipedia.org/wiki/Lockheed_Martin_C-130J_Super_Hercules


Yeah I thought about that, making the interior first with brushes and making sure that it's confined within certain dimensions so that I could then surround it with a fuselage model. Those two planes look quite simple to model, but I'm really looking to make a commercial plane ideally, thanks anyway.
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