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[WIP] Fuji T-1A OP trainer and light attacker


Yesterday when I was supposed to do homework, on a whim I decided to start this project and get ahead of Gaijin. I don't want to pass this up. My grades are already suffering because I am spending time on the XP-67 helping figure out things for the model and doing the uv map... K...

 

Anyway, I am excited to get this project going. I will be doing most of the model but I will likely hand it off to @mrparty1 at some point when I get to a level of detail that I am not accustomed to. I will do the UV map and textures for it as well.

 

The armament is op so I want it. 600 rounds. 3 M2 brownings. 2 op. I wanted gib but I finally decided I should gib.

 

2880px-Fuji_T-1_(25-5856)_at_Tokorozawa_

Edited by PickleJarOfDeath
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14 hours ago, _Nav_ said:

Basically another G.91, yes please :D

However it's more 7.3 quality. It also isn't quite as powerful as the Yak-23. I cannot believe that a plane with a thrust to weight ratio of 0.46 is at 7.3 with an ok armament and immense maneuverability. Anyway, the 0.42 on the T-1A is the only weapon this thing really has. In order to compete, you sacrifice it for more guns or for bombs. 

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On 3/12/2018 at 7:59 PM, PickleJarOfDeath said:

However it's more 7.3 quality. It also isn't quite as powerful as the Yak-23. I cannot believe that a plane with a thrust to weight ratio of 0.46 is at 7.3 with an ok armament and immense maneuverability. Anyway, the 0.42 on the T-1A is the only weapon this thing really has. In order to compete, you sacrifice it for more guns or for bombs. 

I wouldn't even say that, tbh. Assuming Gaijin does Gaijin, they'll lock gunpods into a stock grind (better be a T1 mod gdi), and probably bombs too. It should really be 6.7 or 7.0 at a stretch, with the two 750lb bombs as stock. I'd like to see it either at the end of the R2Y2 line (with the R2Y2s being foldered, at least the V1, then the V2 and V3 in a folder) or after the heavy fighter line. That, or in the attacker line with the R2Y2s being moved to the bomber line...

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3 hours ago, DominantReverse said:

I wouldn't even say that, tbh. Assuming Gaijin does Gaijin, they'll lock gunpods into a stock grind (better be a T1 mod gdi), and probably bombs too. It should really be 6.7 or 7.0 at a stretch, with the two 750lb bombs as stock. I'd like to see it either at the end of the R2Y2 line (with the R2Y2s being foldered, at least the V1, then the V2 and V3 in a folder) or after the heavy fighter line. That, or in the attacker line with the R2Y2s being moved to the bomber line...

My case for topping the heavy line with this beauty is that most of them are ground attack and are topped off with a powerful energy fighter. The T-1A reflects this quite well. It is a decent energy fighter according to the thrust to weight ratio and the plane has a decent and workable bomb load in line with the ground attack role of previous aircraft.

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  • 4 weeks later...
  • 2 months later...
  • Suggestion Moderator

Any progress?

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Just fixed contours of the canopy a bit but it needs a little more work. I have fixed the contours of the fuselage but they still need a little more work towards the end of the tail. It's permanently smoothed at this point. I need to adjust the front of the canopy but the profile contours are basically set. I added the little thing at the root of the vertical stabilizer that has the tail lights on it.

 

The current plan:

  • Fix the canopy front
  • Align geometry for gear wells, control surfaces, flaps, and airbrakes
  • Align geometry of canopy to define the lines of separation
  • Cut panels of aforementioned mechanized parts from mesh to separate
  • Cut canopy from mesh to separate
  • Fully model canopy
  • Model cockpit
  • Make damage model
  • UV map
  • Texture
  • Configure in 3DS Max
  • hopefully import into the game
  • Publish on live
  • Hope Gaijin will make an offer
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  • 3 weeks later...

This is on a copy of the file that I have on my laptop from what I believe to be an out of date file uploaded to drive. None of the changes are really noteworthy given that it is all subtle contour fixes. I don't think I made this much progress on my desktop but I will be getting home from Italy Monday night to compare this from my laptop to that on the desktop. The work I did on the desktop was adjustments to the canopy which I do not know if they are present on this file. I'd guess this is without that fix. That will be a pain if I have to fix that again.

 

Currently, both the desktop and laptop have the contour correction down the fuselage but the laptop is the only one with the tail nearly fully corrected. The area of the fuselage below the canopy may need to be flattened further but maybe I can get away with not worrying about it at all. I added tail lights which are too high poly but it depends on how the rest of the model goes before I decide to reduce the poly count.

Screenshot (146).png

Screenshot (147).png

Screenshot (148).png

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  • 2 weeks later...
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On 14/07/2018 at 13:29, PickleJarOfDeath said:

Screenshot (150).png

Dat booty looking fiiine

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On 23/07/2018 at 07:35, Miki_Hoshii said:

Dat booty looking fiiine

Not perfectly accurate but hopefully this might pass. I’ll try to improve where possible but otherwise I’m not sure.

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  • 3 weeks later...
On 18/08/2018 at 12:38, DebtlessWalnut said:

How is your progress?

my last screenshot is where it is now. I need to figure out the tail section still. Until it is actually clean geometry, I cannot move onward. I need to figure out how to go about cutting out the control surfaces. I have some ideas but I'm not ready. I also want some real metrics to iron out some of the issues with the tail but I cannot find anything. I think the vertical stabilizer is also not consistent with the real thing. The cross section is not right. It isn't even identical to a real cross section on anything at all. I'll figure that out at some point. My mind is currently focused on the XP-67. While nothing is happening at the moment, I will be piggybacking my father's business trip to DC to go to the national archives and collect copies of numerous XP-67 blueprints in mid-September. The biggest wrinkle in everything is that I am back in school so that is a change of pace that will make everything difficult again and I am still going to DC so...

 

My father has a friend who lives in Japan who could likely photograph some components that are much needed for this process. I need to have a very clear sense of how the cockpit fits into the plane and blueprints would be a great help. They would also likely result in me scrapping the current model and restarting XD. Honestly, I could probably spend the hours to modify every contour rather than restart although if I decide to go to full Maya from Maya LT then I will have to restart. I might be able to finagle something if I were to do something like a 1 month subscription to 3DS Max and transfer it to there and then transter from there to Maya on a commercial license but otherwise I won't be able to get it from LT to full Maya. Regardless, I lack a sense of the intimate detail in the control surfaces and gear related components. I will need a lot of time. I'd guess that if I actually tried to work on it regularly again, I could get it done by some time 2019. The XP-67 stuff idk but maybe by the end of this year. I am most worried by my attention span for figuring out the lines and rivets of the XP-67 textures. The same goes for the T-1A. Otherwise; the details, liveries, camos, and weathering will be a hell of a lot easier.

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  • 7 months later...

Untitled-1.thumb.jpg.e835d7aadf429f0433b

 

 

 

Bought a book and photocopied it and this is what I'm using for the base of the 3D model so I'm restarting the model. There is a ton of great photos in the book. I rearranged the images in photoshop and put them into an 8k version of the image above.

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  • 3 weeks later...
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