Water Dock Plane

Supposed to be one of those planes that lands on water! i really suck at modeling though

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Hey Christopher,

I think your model represents the plane perfectly.

The main thing Michael teaches is to get across your idea in a lean matter. Whether you draw an image or create a model, the more simple it looks from the start is just fine. You will get a quicker idea of the overall feel and design than if you were to go all crazy and model in full detail.

You’ll learn more later in the course how to refine your original model, so I would just leave it for later to come back to and remake it.

Have a good day~

Thanks for the response James_Ran. Do you know anything about which axis to build my models facing on? i ask because whenever i build things and follow along with the instructors, When they scale things on the X axis i have to scale mine on the Y to achieve the same idea. So i guess my question is does it matter which axis you build on as long as all normal’s face outwards? I have watched the first 2 lectures twice now, and still don’t understand the axis concept. I would really appreciate it if you would get back to me asap. I asked the same question in many other discussions but have never received an answer. Thanks again james

You’re welcome.

It does not really matter while you are following the lectures or building your models with what axis your model is facing. It might make it more annoying, but it only fully matters when you use certain functions that rely on Axis commands or when you export your models.

If you look at the grid floor, you will see a green line for the Y-axis and a red line for the X-axis. A blue line for Z-axis will show in Ortho view from the Front or Side views.

The arrows from the Axis always point in the Positive direction. The other direction will be negative.

You can see at the bottom left corner that it shows your axis from your current view. Since Blender uses right-hand orientation by default, it will always show the same direction for positive values. Programs such as Unity use left-hand orientation.

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I suggest to follow the videos exactly to keep things easier. But just be aware that you can do everything in a different direction so long as you can mentally make the changes when applying a function.

Feel free to message me directly, or just use the @ function with my name to make a notification for me to see easier. I saw this though since it is set to Tracking.

Hope that helps~

@James_Ran
Thanks for the demonstration. i know about the axis directions based off what you showed me, but was just wondering if i do have it in a negative location will it affect how it shows in a program such as unity. I know you tried to explain this, but i still don’t quite understand.

No worries.

Section 2 Lecture 37 Coordinate Systems & Exporting is probably what will answer you better.

Basically, you’ll want your origin for your model/object to be 0,0,0 in Blender when looking at the Transform Location in the Properties Panel (Shortcut N) when exporting.

The direction your model faces will matter depending on your settings when exporting to certain programs. So I recommend when you get to that part of the course, make a few simple models. Elongate one on the X-axis, another one the Y-axis, and another on the Z-axis. When you export them, you’ll get a better idea from the most basic shapes.

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If you have your objects in a negative location, then they will be in the negative location of the program depending which one you use.

When you export, just make sure to either re-orient your objects or change the options for the FBX if using that method.

Hopefully that is more clear.

@James_Ran Hey wow thanks a ton for the help James i appreciate it! They should hire you on as a forum helper :stuck_out_tongue:

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:slight_smile: I just like to help when I can.

I don’t really do any of the challenges they want done in the course (that and I finished the course a while ago), so I like to challenge myself with things that people have issues with even if I might not know it. That way I either learn something new or how to troubleshoot and fix an issue. Some things like material nodes and video editing are beyond me though (since I use Unreal to finish up assets).

You could probably ask Marc (irresistablejelly) that he thinks I don’t even sleep sometimes when I would answer on Udemy Q&A, but I wouldn’t want to worry even more than I do to keep my eye on the forums too much.

Thanks for your words, and I’ll still be around to help regardless :ramen:

Take care~