800 words worth of notes taken for this video separated into 27 different procedures. Only 8 videos left in the series to note take and procedurify. Just seeing all these procedures laid out is mind blowing. Even more mind blowing realizing you have it all stored in your brain. I’ve still got a ways to go but I just need to remember that the best possible way to learn this elite 3D process is through this series. This is a rite of passage. Nothing truly worth it ever comes without struggle
I’m only halfway through taking notes on this series and I can’t believe I never knew how to use tools like knife project or using cross section reference for modeling airfoil shapes. Especially that loop tools even out vertices function and the Shift + R to repeat last action. Very helpful to see how you put these tools to use. Many thanks for showing and explaining your full process in a series.
Thanks for the comment. I'm super busy right now and I'm not sure when I'll be able to do any tutorials. Ship modeling is just hard surface modeling. The tips I give for making an airplane are the same ones I would user for ships. I think the most important "trick" for ship modeling is using Collection Instances for all the repeated parts. That lets you add tons of detail without consuming memory.
Mark could u give me some tips. Im currently facing a problem with my rigging is a baseball bat(weapon) that has some bandages in the area where the hand goes. Im actually asking in diferent channels to see if someone can give me some tips but no luck so far. The problem is i stablish a chain of bones that are almost circular shape and i want to run a wiggle simulation and here come the problem the last bone of the chain its parented to its previous bone so the simulation just falls due to the last bone not being linked to anything more than its previous bone. So i tried some shenanigans like constraint the location of the last bone to the first bone of the chain but keeping the parenting so i dont break the chain effect. But It doesnt work. Another example would be a necktie we hace all bones that goes around the neck forming a perfect circle parented the its previous bones but how df we add the part of the tie that goes down the chest? it has to be another chain of bones linked to the first groups of bone. Thats the problem im having i want to know how to properly link the end of a chain to another bone without breaking the hierarchy so i can run the wiggle addon and add dynamic movement. Btw sorry for the bible but i already asked in blender community and some other groups and they dont really understand what im trying to say or they dont know.
If you have time or start a new project with modern (from 80's to nowadays) jet era, can you make a tutorial to how can we make a base mesh for it? especially around the intakes .How can we make a modell to be accurate shape and correct dimension with lower polycount . For the paneling ther is no neccessary to be the same edge loop to connect the whole mesh? or the group function will be hold together the panels to be one mesh after that? WW2 aircraft tuts are plenty on the net but modern jet not at all.
I thought i ask you since you seem to know a lot about rigging and i can't find anything on google. Would you know how to setup a controller to animate the rotation speed of a propeller ? so i can just keyframe the controller to speed up/slow down the rotation. I tried expressions in drivers, but i am too dumb.
I would like to express my gratitude for the well-crafted lesson. I am very thankful for the provided material. It was extremely helpful and informative
@@Mark_Alloway I'm pretty sure it won't. It'd basically see each panel as a completely separate object. Which COULD be interesting if you also create the internal structural framework to attach them to, but otherwise likely not particularly useful for printing (which is what I really need; a good workflow for panels on a model to be printed, when you need a lot of polys for a smooth surface, but also have panel lines that may not follow your topology).
You're not the first to ask for that. Unfortunately, there are licensing issues. The client I worked for would like to retain control of the model for a while since he put so much time into researching the aircraft.
I would never have thought about adding subd to the cross sections too but I see it really smooths it out. I have been building cross sections in front view, then move them to x=0 in the tool menu hit enter then g z and g y to move them in place. Have you built any planes for Microsoft Flight Simulator Mark? Its a sim where you can buy a nice authentic controller and simulate flying inside the model you built or the various choices they already have. right on your big screen TV.
I've had offers to build them, but this is just a hobby for me. I prefer not to work with deadlines or to other people's specs. I'm glad the subd helped.
What a great tutorial! Thank you so much, Mark! I'm coming to Blender from Maya and Houdini and this was extremely helpful in migrating my knowledge. You example was very thorough and covers many practical use-cases. I love that you grounded the tutorial in a real-world example of the landing gear, rather than something theoretical, since it covers many ancillary concerns such as the springs, the pistons and the hydraulic lines. Excellent work, Mark! Your attention to detail is spectacular! It shows even the the way you've modeled the parts. You've got yourself a new subscriber. I'm looking forward to more!
Hi Mark, first and foremost thank you for sharing amazing techniques that you are using. You help me out a lot to establish my workflow during modeling, texturing process so I would like to pay it back with small trick that I am using. It is about radiator screens (generally seamless textures). Instead of painting it with stencil I am rather using a layer with the fill "generator". In that scenario you could load your texture and through non-destructive way you could move, scale, rotate seamless texture projection. I am quite sure I know it already, but I hope it would be nice if I share my approach. Thank you once again.
i am trying from many days to transform location to rotation in open world in all directions.but it only rotate in single axis.. when direction of target object change, owner object not rotate in new direction..how can i fix this plz
I'm not sure I understand your question. The empty should be used to control all the movements of the wheel. For example, if you want the wheel to roll along a bezier curve, parent the empty to the curve and the wheel will roll appropriately along the curve.
Hi Mark I have a very nice spinner built for my Spitfire MK9 and the area's between the holes for the prop refuse coloring. Any ideas how I can fix that without rebuilding it? I've checked for flipped normal'ls and all that. I deleted a face in the taper forward of the holes, replaced it with a new face and now that face also refuses color.
I went ahead and built another one! Must have been some data loss. Nothing in between the props would take material color but metcap and solid colors worked fine. Ill store your email though. I deleted the old spinner.
Amazing video and workflow! Just a question. When you add loopcuts on the panel, the shrink wrap correct the surface, but not the edge on the foreward side, that is not longer "circular" how to fix? 17:20
Good observation. I should have addressed that. Sorry. If that happens, you can create a new cylinder and place it in the center of the cowling so I fills the hole. Put a subdivision modifier on it to make it smooth. Then shrink-wrap the edge of the cowling to that cylinder.
@@Mark_Alloway thank you Mark, that is exactly what I did. Glad to see that was a good idea! As Aerospace CAD Designer, many compliments for all your works. They are amazing and incredibly detailed.
@Mark_Alloway the wheel is rolling in one direction on an x axis. What if it turns... like when a car takes a corner. Now it needs to roll on y axis..? Without using rigacar..
@@JeanPierreVictor Instead of turning the wheel to go around a corner, turn the empty. The wheel will stay aligned with the empty and continue to roll properly.
WOW, thank you for the awesome video - A question, How could I make a massive wave? Like, 50 stories high wave!? Basically, I want to make Moses part the Sea :) Is that possible? Thanks again!
Seriously good stuff. I have a question though; how would you model a fuselage that has no cross-section blueprints? Assuming none are available. Hope the algorithm blesses this tutorial series because it deserves a lot more recognition. Amazing stuff man, really amazing.
Is there any chance you can buy a plastic model? If so, you can take measurements from that, or better yet, build the model and 3D scan it. MeshRoom is free photogrametry software that does a decent job of creating a starting mesh. They are generally bumpy, but you do get the basic shapes pretty quickly.
@@Mark_Alloway I see, that could definitely work; sometimes the models I wish to create are pretty obscure and getting even basic blueprints are hard-ish. Thanks for the reply. Not sure if you've considered polishing this course and maybe putting it up somewhere as a true course, because this is really good stuff man (unless you have and I can't find it), but this is something I've been searching for, and only by happenstance stumbled on your course. Either way, thank you for the course and the reply.
If you select two edges and press the F key, Blender will create a face between those two edges. If you have 3 edges (like I do at ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-e3kz68JM2HQ.html) you can select the middle edge, hit the F key and blender will make a face between all three edges. If you have 3 edges, click the middle edge, and then hold down the F key, blender will keep making faces until all the edges are filled.
@@jordannyambe5563 The radar scans are done with a cylinder that rotates back and forth using a SIN function to control its left-to-right motion. The cylinder's shader is just an emission shader that I drew in photoshop. Sorry I didn't include information about the radar in the tutorial. It slipped my mind.