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Model: P51 Mustang


By jimbo45uk.

jimbo45uk writes:

I created this simple model of a P51 Mustang WWII fighter plane for a short animation project I am working on. The model has been kept fairly low poly (12258 faces) and I have UV unwrapped and textured the model based on images from the Wings Pallet website, background sky was adapted from a free skymap from Blender artists. A camera pass animation has been included with some basic compositing. This is my first blend swap, so please be kind when you pass your comments. Any suggestions for improvement are grateful. Happy Blending!


About Author

Bart Veldhuizen

I have a LONG history with Blender – I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-)


    • You could say where he needs to improve FOR A PARTICULAR TYPE OF RENDERING TARGET (e.g Photo-realistic render , abstract art etc) only to educate and still be nice as someone with common sense

  1. I feel honoured for my model to be selected for appearing on Blender Nation, I have been very impressed at Blender's capabilities and ease of use and will continue to develop my skills in modelling and animation. I have put together a test short using the Models I have submitted to Blend Swap, You can see this at: it is not perfect yet but shows what can be produced in a short time with little experience in using the software.

  2. Christos Georgakas on

    Man i loved the video in vimeo! thank you for the model also.I can already see practical use for this kind of model!

  3. At a glance it looks almost real, except the propeller. Not that I'm sure how to do a good propeller; I mostly do real-time stuff for the game engine, so anything that's faster than the frame rate I just fake it.

    In the video the propellers spin pretty slowly - IF you're going for realism they should be fast enough that you can't really "watch" them spin.

    Nice sky.

    • Thanks Dave, I agree the props loos a bit odd, I spent some time playing with them and the only way to truly solve it seemed to do sampled motion blur, which unfortunately would mean rendering 8 or 9 times per frame for animation. The game method is to put an alpha masked disc in place but it was obvious there was no thickness close up. So I settled for vector blur in compositor (which I love having built in) unfortunately that causes twisting of the prop as the camera passes, but as it is only a fraction of a second I accepted it. I will try and speed up the rotation and see if that helps though. Thanks again

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