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New proj Enlisting help

#1 User is offline   cobalt 

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  Posted 04 April 2009 - 07:57 PM

OK, I'm starting a small project of my own and I think I will need some help. I have just decided to make a Cessna C150 and I SUCK at PlaneMaker. I'm using v9.30 beta whichever one's the latest.
I have some profile shots in bmp. form. I can easily get hold of the planes performance specs. I haven't decide yet if I want to paint it yet so no one has to worry about that yet. I mostly just need someone that can
help me make the model. I have blender so if you guys think that's a better way to make the actual obj. then I can use that, but again, I don't have much skill. If no one wants to do this or no one can right now
or ever, that's fine. I don't want too many people to help if anybody does so don't be upset if your not invited. So, that's all and let me no if you can help.
Sincerely, Clayton :)
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#2 User is offline   madjason12 

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Posted 05 April 2009 - 12:13 AM

If you need any info on a cessna 152, I can probably get you some info. Our flight college has a refurbished C152 with a completely new avionics system. Just PM me if you need any info or pictures. I also have a POH of the 1979 152, so if you need ANY performance info, I can get you it fast.
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#3 User is offline   ReubenM 

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Posted 05 April 2009 - 12:25 AM

Definitely, you should use blender for the visual model. :) For plane-maker, give it a go. I'm happy to help you out when you're stuck to help you learn it - it's not that hard.

However, if you don't know Plane-maker or Blender, this is more of a plane request than a project announcement. That's all good though, if you're willing to learn the ropes. You'll love it. :)
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#4 User is offline   cobalt 

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  Posted 05 April 2009 - 09:56 AM

I know a little blender. I just always get stuck trying to make whatever it is that I'm trying to make. cool. um... I gonna get started in a few hours so expect some questions. both of you are (if you want) "on the team". B)
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#5 User is offline   cobalt 

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Posted 05 April 2009 - 10:02 AM

here is a question. for wheel fairings, should I make those in blender too? and what about wings?
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#6 User is offline   cobalt 

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Posted 05 April 2009 - 11:43 AM

this is the beginning of the 150. If I am doing something wrong, please correct me. I want this to turn out nice.
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#7 User is offline   cobalt 

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Posted 05 April 2009 - 12:07 PM

Here is the next little bit.
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#8 User is offline   planer 

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Posted 05 April 2009 - 01:01 PM

View Postcobalt, on Apr 5 2009, 01:07 PM, said:

Here is the next little bit. Attachment screen_capture_22.jpg

looks cool, but were can I find this background pictures ?
may someday I´ll start to create an aircraft too ;)
There´s no better aircraft to fly with ...A340-642 ;)

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#9 User is offline   cobalt 

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Posted 05 April 2009 - 01:12 PM

here planer. I'll pm them to you. hold on a sec.

K. that didn't work. can't attach them. I'll see if I can remember where I found them. just try Googling 3 views Cessna 150. I think that's how I found them. It is a lot easier to search for 172 pics but you'll find what your looking for eventually. B)
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#10 User is offline   madjason12 

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Posted 05 April 2009 - 02:27 PM

Hey cobalt, the projects is coming along quite nicely. Just a couple of things: Will you be making a 3d cockpit? Also, this wednesday, I will come to the flight club early and get you tons of shots on the 152. Wheel fairings, instruments, interior, everything you need. Perhaps you could make a list of specific shots you need and I can get them to you. :)
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#11 User is offline   cobalt 

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  Posted 05 April 2009 - 02:58 PM

Thanks. I won't, my self, be making a 3D cockpit, but it would be cool to have one, so if you want to make one or you know someone else who would, then by all means, go ahead!
I am setting up a new fish tank at the moment, but when I'm done, I can give you a list of all the shots I can think of that I'll need.
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#12 User is offline   gilbernl 

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Posted 05 April 2009 - 03:35 PM

Here are some words of advice when building acf in blender...
First, fuselages are essentially tubes...therefore, you should build your fuse with cylinders. Personally, I will typically use a half of a cylinder, model it, then mirror.
Second, don't model around things that will be "cutout" such as windows. They should be cut separately when the fuse is 100% finished.
Finally, be absolutely sure your scale is correct! I don't mean in relation to the diagram, rather I am referring to the in-sim scaling. I don't have time to describe the proper way to go about this, but here is a link to another neophite thread which should put you on the correct path.

http://forums.x-plan...?showtopic=6267

Here are some pictures of a fuse in development...no questions please, this is project is about 30th in line ;)

The first shot is simply how you go about making a fuse using a side view. You will make the front view using a cross section which is commonly available.
Attached File  Fusemodeling_1.jpg (119.12K)
Number of downloads: 53

This one shows the Mirror Modifier. THIS IS YOUR BEST FRIEND BECAUSE YOU ONLY HAVE TO DO HALF THE WORK!!!! As you can see, the WIP fuse half is on the left, and it is instantaneously mirrored on the right.
Attached File  Fusemirrormodifier.jpg (80.85K)
Number of downloads: 52

As for your question about what you should build in blender, the answer is EVERYTHING. The difference in detail between obj and PM is VERY obvious, especially when you combine both methods into one plane. For example, if you do an OBJ fuse and PM wings, the wings are going to look horrible next to the the pretty obj fuse.

Hope this helps!
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#13 User is offline   cobalt 

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  Posted 05 April 2009 - 03:51 PM

thanks for the tip. I think I'll just start over.this way seems much easier. I will post some new pics in a while. thanks again. :)
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#14 User is offline   cobalt 

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Posted 05 April 2009 - 05:24 PM

Hey. I can't model this one part so I was wondering if one of you guys can. what I need is first of all, to know what to export it as to send it to you. then, once you have it, you need to model it from the side so that you can get the up and down parts of it. that is it. if you can't do it that's fine but tell me so I try to do it. I will send pics with it so don't worry about that. :)
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#15 User is offline   ReubenM 

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Posted 06 April 2009 - 06:46 AM

You'll come across this heaps. Press on and learn how to model it. What's the part you're having trouble with? It's just you won't learn if we tell you how, and you don't teach yourself, or ask for help in learning it.
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#16 User is offline   cobalt 

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  Posted 06 April 2009 - 10:02 AM

modeling the from side. I just keep messing it up. it has a TON of vertices, to move just certain parts can be a HUGE mess. i could post pics later this afternoon and one of you could give me some suggestions on what to move where. this isn't going to be easy I know, but it will be nice when it's done (I hope).
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#17 User is offline   cobalt 

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Posted 06 April 2009 - 03:21 PM

Can anyone tell me how to get this to the shape of this fuse? Attached File  screen_capture_19.jpg (20.49K)
Number of downloads: 14
I already have it good from the top looking down.
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#18 User is offline   gilbernl 

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Posted 06 April 2009 - 03:38 PM

View Postcobalt, on Apr 6 2009, 04:21 PM, said:

Can anyone tell me how to get this Attachment screen_captur.jpg to the shape of this fuse? Attachment screen_capture_19.jpg
I already have it good from the top looking down.


For starters, I forgot to mention two important things. First, the cylinder should be hollow IE: No ends. Second, you want to keep each of the sections verticies lined up vertically. Also, to make things easier, use the "k" (loop cut) tool to divide the edges. This will put all new subdivisions across the short axis, as well as ensure they enter the world vertical.

Here are some images showing you what I mean. Keep in mind, I did this in 5 minutes, so its definitely not the right shape. It should give ya a good idea of how to go though.

Attached File  C150Demo.jpg (125.97K)
Number of downloads: 24
Attached File  C150Demo2.jpg (95.89K)
Number of downloads: 31
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#19 User is offline   cobalt 

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Posted 06 April 2009 - 04:17 PM

View Postgilbernl, on Apr 6 2009, 02:38 PM, said:

For starters, I forgot to mention two important things. First, the cylinder should be hollow IE: No ends. Second, you want to keep each of the sections verticies lined up vertically. Also, to make things easier, use the "k" (loop cut) tool to divide the edges. This will put all new subdivisions across the short axis, as well as ensure they enter the world vertical.

Here are some images showing you what I mean. Keep in mind, I did this in 5 minutes, so its definitely not the right shape. It should give ya a good idea of how to go though.

Attachment C150Demo.jpg
Attachment C150Demo2.jpg

Thanks. OK, now to ACTUALLY start. All the other times were just...um...test. Yes TEST.
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#20 User is offline   Alex 

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Posted 06 April 2009 - 08:01 PM

Do note that the Cessna 152 obviously doesn't have a perfectly cylindrical cross section. That has to be taken into account as well during construction.
And with all due respect to Nick, it is my stance that the main cockpit window is large enough in relation to the rest of the aircraft and a funky enough shape that I would indeed take it into account from the get go. In my experience, I have found that building a set of windows to spec and then joining the fuselage mesh to said windows is a good way to make it work properly. Cutting it out afterwards has the capacity to get you into trouble.

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