Saturday, September 13, 2014

Heinkel P.1080 - Part 07

Working on the Camo

For this model, I used a plane-jane splinter camo pattern.

Originally, I wanted to do that famous squiggly pattern that the Luftwaffe aircraft was known for.  But I was not sure if it would look good.  So I made a small test pattern on the wings.
It was "nice".  But it kinda overpowered the details of the plane, such as the liveries and the seams+joints. 
I'll do without the squiggly lines for now.  Maybe I'll try again on a different design.

Camo Comleted!

I decided to use the markings from III./JG11.

Bottom shot looks really clean.  I'll see if I can add some weathering to this.  

Frontal shot looks badass!

With the camo pattern done, the next step would be to start the test build!
As always, I'll be working in 1:48 scale.

Sunday, September 7, 2014

Heinkel P.1080 - Part 06

Still so much work to do...

Unfortunately, I botched up the UV-Mapping job that I did last week.
I used Pepakura to export the UV mapping info, which I then imported back to Metaseq.  I didn't realize that the UV mapping info that Pepakura exported had the X-axis inverted!  I only realized this when I started working on making the lines or seams that represent the joints on the aircraft.

I had to redo the whole UV-mapping.  

Glue Guides

I also spent a lot of time drawing and positioning the place markers for the engines, fairings, rudder and canopy.

Skinning Progress

Finally, with the tedious guide lines done, I can work with the actual skinning.

Sunday, August 31, 2014

Heinkel P.1080 - Part 05

UV Mapping Started!

And so begins one of the most tedious tasks in this model's creation -- UV Mapping.  

UV Mapping involves placing or "mapping" each vertex and edge against an image.   This tells the 3d renderer how to "draw" or "wrap" that image onto the model.  

Since I used an impractical amount of vertices and faces, it took a while to complete the UV Mapping.


Most of my free time was consumed by the UV Map creation.  Little time was left for the actual skinning.  However, I was able to finish the cockpit canopy. 


Friday, August 29, 2014

Heinkel P.1080 - Part 04


After cleaning up the model, it was time to unwrap the wire frame.  
I started the unwrapping operation using Ultimate Papercraft 3D.  At first, everything went smoothly.  Despite the clunky user interface, I was able to perform edge cutting and parts layout quickly.  But then, disaster struck.  As I was in the middle of unwrapping the engine, I got an "OUT OF MEMORY" error message dialog box.  Huh?  I checked my HDD light to see if it were thrashing/paging.  Nope.  Everything was okay.  So I saved my work and restarted UPC3D.  It ran fine again.  Maybe just a glitch.  5 minutes later, the "OUT OF MEMORY" error came up again!  WTF?

I quit and started googling.  It was then that I saw a forum thread that complained about the same thing.  And the thread also stated that the UPC3D devs declared this to be a limitation of UPC3D to support low poly models only.  Hell! What's the use of having limitless texture sizes if I have to work with low-frikkin-poly-models!?

Disappointing!  "OUT OF MEMORY" issues on a standalone application are UNFORGIVABLE!  SLOPPY PROGRAMMING!

Anyway, long story short, I went back to PEPAKURA.

I'll just have to find another way to deal with the texture size limit.

Unwrap completed!  I'll be working in 1:48 scale, by the way.

Next step, UV-MAPPING!

Sunday, August 24, 2014

Heinkel P.1080 - Part 03

Broken Wings

Arrgh!!!! As I was simplifying the wings, I noticed something bad.  The chord of the wings are symmetric on top and bottom.  Bad...  

I need to start over.

That's more like it!

Unfortunately, I lost precious hours working on the previous wing before I realized my mistake. :(

Saturday, August 23, 2014

Heinkel P.1080 - Part 02

Converting the Patch Surface into Wire Frames

In my previous update, I stopped just after I finished creating the spline/patch surfaces that comprised the model.  
Next, I converted that into an actual wire frame that I can edit.

Notice again that excess portions of the wings and the engine fairing are inside the engine tube.  
A series of boolean subtract operations are needed to remove the excess portions.


After the boolean substract operations, you'll see that the junk in the engine tube have been removed.  Also, you'll notice that the edges where each main part intersect are now clean.

Engine Details 

With the engine tube cleaned up, I could now add the ram jet's inlet cone and supports.

Notice that the engine tube's cross section isn't a perfect circle.   I think this is a side effect of the spline/patch tool of Metaseq.  Anyway, it shouldn't be a major issue once the model is assembled as an actual card model.


At this point, the model looks really nice.  But it's far too complex to use for producing card models.
The next step involves carefully removing edges at key areas, making sure stay close to the original shape.

Still not done, unfortunately.  The wings still need work.  But the image above should show you how the model "should" look like once it's built in cardboard.

That's all for now.

Friday, August 22, 2014

Coffee Break!

As I was in the process of simplifying the wire mesh of the P.1080, I suffered a mind blank.  I guess I needed some coffee.
I grabbed my cheap bank giveaway tumbler.  It had a paper insert that bore the logo of the bank.  It was misaligned.  I got a bit annoyed and decided to dismantle the tumbler to align that slip of paper.
Then I realized --- why the hell am I doing this?  Why not make my own design?

And make one I did!  Hahahaha.  

Now, my tumbler has leveled up!  I bet my coffee would even taste better after this upgrade!