Boeing 747

GeneralMatt

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This was requested by MaxRiga, and it is also my first unit in Max. So thank to SnafuSmith and Asioasioasio for there help and tips.

Anyways, because Max is different then Blender, this may not be the best quality, but I am proud of it (Considering I did my own animations for it!). I wanted to start with something fairly simple so here it is. It looks better not zoomed in so close.

I should have noted the Triangle amount but I didn't sorry. But it's button and animations are included (always wanted to say that! )

Anyways, here it is.

7470000_64o.jpg


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I think making it a guided missile would do the trick.

Copy guided missile Unit entry, and give it this unit as art define. You should and up with this being a one time unit, having the animation of the plane crashing on the target when you order a strike...

Not sure how to prevent it from being able to be transported by a sub however.
 
I think making it a guided missile would do the trick.

Copy guided missile Unit entry, and give it this unit as art define. You should and up with this being a one time unit, having the animation of the plane crashing on the target when you order a strike...

Not sure how to prevent it from being able to be transported by a sub however.

In the UnitInfos file change the <Special>SPECIALUNIT_MISSILE</Special> of the new unit to <Special>NONE</Special> and subs and missile cruisers will not be able to carry it anymore
 
Breaking, hmm, not used to UVW mapping in max yet, gave me a hard time it did. I will get on that ASAP.

To the rest, thanks for the thoughts. I did create the die animation with it kind of drifting to the ground, you might need to switch it with the run animation to get it to work on firing as a missile..
 
It might be just a thing of adjusting smoothing groops. This is a very important feature when working low poly. (Not sure if you had this in blender, sorry if this is something you already know.)

Basicly you put all polys you dont want to have a visible edge separating them in one smoothing group (For example the complete fuselage.).

Where you want to have a more visible edge, you put the polys on different sides of the edge in different smoothing groups (For example the top and bottom surface of the wing should be in different groups.)

I am quite sure the a bit odd shadows on the wing (i.e. the right wing) can be handled by reassigning the smoothing groups. With any luck (of you did not cut the polycount there too much) this can also make the edge on the cockpit go away.
 
Very good start for first unit in max :) It's great you animated them :)
 
It might be just a thing of adjusting smoothing groops. This is a very important feature when working low poly. (Not sure if you had this in blender, sorry if this is something you already know.)

Basicly you put all polys you dont want to have a visible edge separating them in one smoothing group (For example the complete fuselage.).

Where you want to have a more visible edge, you put the polys on different sides of the edge in different smoothing groups (For example the top and bottom surface of the wing should be in different groups.)

I am quite sure the a bit odd shadows on the wing (i.e. the right wing) can be handled by reassigning the smoothing groups. With any luck (of you did not cut the polycount there too much) this can also make the edge on the cockpit go away.

Ah, I see, I just figured out how to do the smoothing groups thanks to your description. It always lost me before when smitty ans asioasioasio mentioned it (Not there fault). That is what those numbers in the smoothing panel are for right?

Very good start for first unit in max :) It's great you animated them :)

Thank you, yes, the animation bit is what I always wanted to do, I never had enough patience for Nifviewer when I had to do to much of it..
 
nice unit. congratulation for your job :)
 
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