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<body PageTitle="Why I have created this site" PageHeader="My Motivation" Updated="2011-03-22">
<div>I have created this site to show, that it is possible to make a realistic 
airplane models just on a home PC, using the free software, only. This is a new kind of reductional modelling.
Especially I would like to present it to the traditional modeller, who makes airplanes from the paper or plastic kits. 
</div>
<P/>
<div>To let you use my experience, I have published on this site some tutorials, and “byproduct”
tools, that I have found useful. The pictures with renderings of my models are also enclosed. 
I hope that these examples will inspire the others to try this kind of hobby. 
Finally, I have placed here my complete models for download. You can play with them, before creation of your own airplane.</div>
<p/>
<div>There are also many other interesting places, with 3D aircraft models. Personally, I would like
to recommend following sites:</div>
<div>
<li><A href="http://www.colacola.se">www.colacola.se</A> - Anders Lejczak's site. I have found it at the end
of my first model. Neverthless, some of its solutions are adapted from there (propeller 
in the flight implemented as semi-transparent disc, for example)</li>
<li><A href="http://www.skyraider3d.com">Skyrider's 3D Aviation Art</A> - Ronnie Olsthoorn's site. Contains some 
interesting stuff, and many references to other sites. Author creates models in 3D Studio Max</li>
<li><A href="http://www.airart3d.xt.pl">Images &amp; Planes</A> - site of Marek Ryś. He uses Blender to build models and Kerkythea to render them</li>
<li><A href="http://www.the-vaw.com">the Virtual Aircraft Website</A> - Jerry Boucher's site. I assure you, that the identity of the name 
with my site is not intended. I have found it much more later!</li>
<li><A href="http://mwmiller.theaerodrome.com">Illustration</A> - Mark Miller's site. Planes of WWI, even cutaways, made in Microstation CAD system. 
(Very impressing - it seems that with proper skill and high motivation you can use any program to get the stunning effects).</li>
<li><A href="http://www2.cc22.ne.jp/%7Eharada/index_e.html">Polygon Model</A> - Kyoshi Harada's site. Aviation art done with Lightwave. Cutaways of the airplanes!</li>
</div>
<br/>
<div class="subheader">Virtual modelling: advantages and disadvantages</div>
<div>For many years I had been a traditional modeler. I created many miniatures of various 
airplanes, usually in my favorite scale – 1:24. Then I have converted myself into virtual modeling. 
(Look at <A href="motivation-010_e.xml">some details about me and my previous projects</A>). 
Having practical skill on both areas, I can to identify following advantages of "virtual aircraft":</div>
<div>
<li>All what you need, to create your favorite airplane, are good scale drawings and photos. 
You can build any aircraft you like from the scratch. In this hobby you do not depend on the availability of 
any particular kit on the market, anymore. 
</li>
<li>You can apply to your model any painting scheme you want. It is the end of dependency on available decals. 
Most of the aircraft markings are created from simple, geometrical shapes. There is no problem to create them in an image processing program,
and apply to the model as the textures. You will be able to prepare quickly even the smallest things - maintenance 
labels. (Well, maybe the font family of these inscriptions will be not exactly the same, as on the original airplane. 
If you do not want to draw a text as a painting, you are restricted to the fonts available on your computer. 
Fortunately, the difference is practically not visible on the final renderings) 
</li>
<li>
Virtual modelling is probably the cheapest kind of the hobby. You have only buy a momograph of an airplane, from time to time.
And that's all! Plenty of secondary materials, like photos, is available on the net. Probably your computer is turned on for  the most of the day,
so it should have no impact on your bills for the power supply.
</li>
<li>It is always possible to correct your model. Even when the model is finished. For example, when you find, at the end of the work, 
that fuselage shape differs from the original, you can still modify it. Nothing is left to the chance. The same applies to the paintings.
</li>
<li>
You can create objects with precision, which is impossible to obtain in the real world. 
It may lead to aberrations, when you will try to make too “ideal” things. (Sometimes I had  
caught myself on spending many hours on “polishing” a small detail, which is hardly visible on the 
whole picture.)
</li>
<li>
All multiplied parts are easy to create. Just define a half of one cyllinder from a radial engine. 
Mirror it, to create the symmetrical, opposite side. Then duplicate this object around the carburetor. 
When I did it for the first time, I was astonished, that such interesting final effect requires so 
little work. There is also no special problem with duplicating your model into a squadron of planes. 
(Maybe it is good idea to start experiment with such group, using low-poly version of your aircraft. 
It is easier to manipulate them en masse, at least!).
</li>
<li>You can easily duplicate whole model, when you wish. It is a common property of all entities on 
a computer. This way you can also easily share your model with the others.
</li>
<li>This is a “clean” work: no splashes of the paint, no drops of the glue on your table and clothes.
(Have the other inhabitants of your home complained about them?) It can be also more environment-friendly 
hobby (just do not print too much...)
</li>
<li>Have you thought about making movies with your model? It is possible – at least a few-minute animation sequences!
</li>
</div>
<br/>
<div>Let's talk about the disadvantages of virtual modeling:</div>
<div>
<li>You cannot touch the model. It is obvious. During the work over a real object, the modeller often 
	checks “by touch” some details of the surfaces. This "sensoric" way of working is impossible, here. <small>(There is a 
	long tradition of making ship models in the bottles. Such way of modelling is similar to the situation in 3D graphics. 
	You cannot touch them there, either. But probably you have not practising this kind of hobby).</small>
</li>
<li>There are no counterparts of the plastic model kits. You can find certain number of finished 3D models on 
	some sites. The problem is, that they cost a lot, and amount of the work required to check and 
	adapt them for your particular needs is relatively high. (There may occur problems with conversion from other 
	file formats, in other cases - some nasty simplifications of important details). Usually you have to built your 
	models from the scratch (from the scale drawings).
</li>
<li>Modeling in 3D usually takes more time (it depends on the situation – 50%? 100%?), than making 
	traditional models. The reasons for this phenomena is not only the lack of a counterpart of a model kit. It seems that 
	computer encourages the user to dig too deeply into details! Many 3D modelers cannot resist the temptation 
	to do everything properly up to the smallest unit. They often have forgotten, that the real 
	surface was often less ideal than its 3D copy, that they are working on. 
</li>
</div>
<br/>
<div>There are some workarounds for these disadvantages:
</div>
<div>
<li>
About “unreality” of the computer objects: there are thousands of photos of plastic and cartoon models, 
on the Internet. Their authors proudly presents their masterpieces, originated from the standard kits. 
They show it this way to the worldwide audience. Without such information channel, 
the existence of their work would be known only to a few colleagues, who have occasion to see it in the reality. 
Look at this site – I have also presented my model, using pictures. Tell me, is there any difference in the 
medium? No! We all communicate with the outer world with the images of our airplanes. For the potential audience, the
classic models, and the computer models, are on the same level of the "reality": the reality of a picture.
<br/>
Instead of checking the model "by touch", you can see all the small irregularites of its surfaces on the screen.
Assign to the model's surfaces a kind of a silver-gray, specular color. (It is just for the time 
of shaping, only. It will be changed later). When you examine such surfaces 
against the light source, you will easily find even very small differences from proper shape. 
<br/>
<small>(Note about technical solutions of the "touching problem": I do not think, that 
something will change in the nearest future. To touch an object 
created in the computer, you need two things: force-feedback pointing device, and software with user 
interface adapted to it. No data glove manipulator has real force feedback – an mechanic device that would produce 
enough force was not invented, yet. There are on the market some force feedback manipulators. A 
popular one – named “Phantom” – is in fact a device that represents a single "contact point". It has 
maximum force resistance less than 100 N. To use it with full realism, a 3D program should deliver it 
the information about forces at actual space location. This way the user would feel a friction of 
the coarse painted surface, or smoothness of the glass. Today no widely used program has architecture suited 
for this purpose – at least I have not know about any. What’s more important, it seems that the development of force-feedback 
devices is rather slow. I remember, that in 1996 I collected information about the “virtual 
reality” input and output devices, especially the force feedback manipulators. Do you believe, that 
after 10 years, in 2006, I have found the same devices, produced by the same companies? And there 
are only a very few 3D modeling programs, adapted to these pointers!)</small>
</li>
<br/>
<li>
About the substitute of a "model kit" in 3D graphics: I think, that there is simple solution for the lack of available models: 
share your airplanes with the others! In the world of computer files, when you give a copy 
of your model to another hobbyist, you loose nothing. The potential commercial use of your 
work, and its immutability, may be safeguarded by a kind of license (for example – Blender Artistic 
License, or similar), placed in the model. Well, I know that it s not enough for a malicious one, 
who would rebuild your model, and sell it as his own work. But, it seems to me, that we often 
overestimate the chance of such situation. Notice, that the free software phenomena become possible, when 
the programmers stopped to think that way. Why not to start similar thing with the 3D models? The 
computer program is a thing that enables you to produce a document, or calculate something. 
The model is a thing, that enables you to create an interesting picture, or an animation. 
So I have decided "to be in the first row" – and publish my airplanes for non-commercial use. 
<br/>
<small>(Note: two years later, on 2009, some other sites have also opened their archives - for example <A href="http://www.colacola.se">Anders Lejczak site</A>.
An interesting story has happened to his Spitfire V model. It was painted as the Polish ace, Jan Zumbach's plane, from Sq 303.
On 2009 the radical British National Party (BNP) has used it, without Author's permission and knowledge, as the main picture
of their political campaign. As you can expect from the radical nationalists, it was an anti-immigration campaign, called "Battle Of Britain 2009".
These radicals were not smart guys, and used this model "as it is". So the plane of the immigrant pilot, one 
of "the few" who saved Great Britain on 1940, proundly flies as the logo of anti-immigrant campaign. 
BNP even did not remove the Polish national insignia - "checkboard" - from the engine cowling.
If you check a little the "Battle of Britain" story, it can be conluded that the such "immigrant pilots" - Czech and Polish - were the "fresh replacements",
thrown into the battle at is climax. It is possible, that RAF would not win this campaign, without their support.
)</small>
</li>
<br/>
<li>
Last disadvantage - the time spent to create computer model: Well, I cannot propose any special workaround. I try to give you some hints in the tutorials. 
Your second model should take less time than the first, anyway.
</li>
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