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gmax Basics...

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Guest FlyByWire128

Ok, I'm absolutely new at modeling in 3d, or using gmax. I would like to learn how to model aircraft in gmax. I have tried searching the internet for tips and tutorials on designing aircraft with little success. If any designers out there could point me in a direction, or share some tips to help get me started, it would be appriciated. Thanks in advance...-Tom

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Guest AAF

There's a heck of a lot to it. This may all seem very daunting at first, but with the proper preparation you will do fine. Every good attempt must begin with a good set of blueprints. I hear a lot of people use Suurland's (www.suurland.com) prints, and a lot of people also use Onovaan Braam's (http://www.onnovanbraam.com/) prints as well.However, before you go and attack a job, I really recommend that you play around in Gmax. Get to know the primitives and what you can do. Play around with parametric deformers, try bevelling and extruding shapes. Try your hand at box modelling some simple shapes.As for modelling techniques, I know of poly-modelling and spline-modelling. Spline modelling uses a series of lines which dictate the boundaries for which a surface can exist between. To speak in simplest terms, you could draw a triangle by defining three lines and three vertices and then apply a modifier (in this case a "surface" modifier) to create a surface between them. Spline-modelling is a bit tougher to do, and you tread a fine line between a model being very good or very bad. A lot of problems arise from topology.Topology is something you will want to research before you begin creation of whatever you model. You need to have a very intimate knowledge of how the surfaces in the real thing exist and move, so you can model those surfaces accurately and precisely. A lot of folks begin by printing out the blueprints and several reference photographs (you will want LOTS of reference photographs) and draw a grid right on the photos so they understand how polygons will move in the CG version.The second technique, and this is probably the one you will want to begin with, is poly-modelling. I guess some refer to it as "box" modelling as well. With box modelling, you begin with a primitive shape, usually a box or cylinder, and you move the vertices of the box to define the rough shape of your blueprints. Then you will refine the shape by adding edges and vertices, bevelling and extruding, etc. It's time consuming, but well worth it. For less organic shapes, I recommend poly-modelling. For more refined shapes (say, a Supermarine Spit), I'd recommend spline. Also, for some things you may find that spline modelling and then poly-modelling is best (yes, it's possible).CGTalk has an absolutely fabulous box-modelling tutorial. I'm not on my home computer right now, but I'll post the link once I get it.This may seem like a ton, but I've only hit the tip of the iceberg. Don't forget VC creation and FDE... :)EDIT:http://www.cgtalk.com/showthread.php?t=156...ht=car+tutorialI believe that is the thread. It's a 3ds max tutorial, but GMax is essentially a watered down version of 3ds max anyway. Good luck!Oh, and one more thing. If you can, stay away from Boolean operations.

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I agree with the previous posts. Also, download the SDK for the Aircraft Container, Make Model, Panels and Gauges as well as the GMax GamePack from the FS site if you haven't already:http://www.microsoft.com/games/flightsimul...wnloads_sdk.aspI'd also suggest that you start with a very, very simple aircraft in GMax, learning to export it, add the config and air files (I adapted the C172 files), and play with panels and sounds. This way you'll learn a lot quickly and won't get discouraged.The attached files show my first aircraft and the last one I completedhttp://forums.avsim.net/user_files/114298.jpghttp://forums.avsim.net/user_files/114299.jpg

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