Development > Artwork

Possible new craft

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Alex:
Hm, as for the transparent materials, couldn't these alien alloys be so far advanced that embedded cellular computers could detect where the pilot is looking and so change the molecular structure at that point to allow the pilot to look out from anywhere, without letting people look in?

Psawhn:

--- Quote from: "Alex" ---Hm, as for the transparent materials, couldn't these alien alloys be so far advanced that embedded cellular computers could detect where the pilot is looking and so change the molecular structure at that point to allow the pilot to look out from anywhere, without letting people look in?
--- End quote ---

That would also restrict the pilot's peripheral vision, which is very important.


--- Quote ---They even it out with ballast tanks full of handwavium, and Wash's expert piloting. ;)
--- End quote ---

Ahh, of course. Silly me.


--- Quote ---I don't think the belly thruster would be necessary. After all, those main engines could probably rotate to provide some thrust forward, and considering they're antimatter-fuelled, they'll have plenty of power.
--- End quote ---

I see what you mean. The engines can move forward, but because the center is still behind the CoG it wouldn't help. But those extra thrusters on the back can actually point up to keep the craft stable.


--- Quote ---Dimensions are still a bit up in the air at the moment. The current Small hangar is not too big, but our mapping genius has managed to cram two Stiletto-class interceptors in there. I personally would like to restrict them to one plane per hangar, so that the small hangar could actually be used for more than one type of craft.
--- End quote ---

I kinda assumed only one craft per hangar. There has to be room around the craft for people to move around carts of weapons and fuel and that.
(Incidentally, I think large hangars should be able to service small craft, but the advantages of having small hangars would be lower maintenance costs and better use of real estate.)


--- Quote ---No need to worry about that, just don't go overboard. Wink
--- End quote ---

All righty then.


--- Quote ---You can always mirror the model after you've UVed it. Perfect symmetry! *grin*
--- End quote ---

That works, but of course the textures would be perfectly mirrored too.  "Not a step" would come out to "pets a toN" on the other side. :)

Here's the craft with more bulk and a pair of wingtip thrusters:
http://img.photobucket.com/albums/v388/Psawhn/Blender/Mar19_OGL1_bottom.jpg
http://img.photobucket.com/albums/v388/Psawhn/Blender/Mar19_OGL2_front.jpg
http://img.photobucket.com/albums/v388/Psawhn/Blender/Mar19_OGL3_thruster.jpg
http://img.photobucket.com/albums/v388/Psawhn/Blender/Mar19_orthofront_wep.jpg

Winter:

--- Quote from: "Psawhn" ---I kinda assumed only one craft per hangar. There has to be room around the craft for people to move around carts of weapons and fuel and that.
--- End quote ---


Exactly my reasoning.



--- Quote ---(Incidentally, I think large hangars should be able to service small craft, but the advantages of having small hangars would be lower maintenance costs and better use of real estate.)
--- End quote ---


Nah, they'd have all sorts of incompatible fuel lines and such. Different sizes and all that.



--- Quote ---That works, but of course the textures would be perfectly mirrored too.  "Not a step" would come out to "pets a toN" on the other side. :)
--- End quote ---


. . . And your point is? ;)



--- Quote ---Here's the craft with more bulk and a pair of wingtip thrusters:
http://img.photobucket.com/albums/v388/Psawhn/Blender/Mar19_OGL1_bottom.jpg
http://img.photobucket.com/albums/v388/Psawhn/Blender/Mar19_OGL2_front.jpg
http://img.photobucket.com/albums/v388/Psawhn/Blender/Mar19_OGL3_thruster.jpg
http://img.photobucket.com/albums/v388/Psawhn/Blender/Mar19_orthofront_wep.jpg
--- End quote ---


I likes it. The weapon hardpoints are good, we can put some nice outboard models on that. Are there any more changes you're planning? If not, please go ahead and texture it.

Regards,
Winter

Psawhn:
Great!

I just made a couple of changes since those pictures. All it really amounted to was the mesh topology on the front was cleaned up a bit. The main engines are also a bit further back, but that's shown on those pictures. Also, the intake/holes/things are gone.

Here's a version of the .blend. No textures are on it yet.
https://webdisk.ucalgary.ca/~djetowns/public_html/misc_files/xcomfinter_geometry_release.blend
Currently it's split into different materials just to show different regions.
To turn it into low-poly mode just delete subsurf, convert to triangles, and apply mirror. (In that order. ;) )

Do I need to model the weapon bays? (Doesn't take much - just separate a section and extrude inwards. Voila! Weapons bays! :D)
How about landing gear for the hangar screen?

I'll get started on texturing. I've a midterm and assignments coming up, so it'll probably get delayed a short while.

Winter:

--- Quote from: "Psawhn" ---Do I need to model the weapon bays? (Doesn't take much - just separate a section and extrude inwards. Voila! Weapons bays! :D)
How about landing gear for the hangar screen?
--- End quote ---


No need to actually model inboard weapon bays. Maybe some open hatches to imply that the weapons are kept inside the fuselage during normal flight?

A second version with landing gear deployed would be good to have.

Regards,
Winter

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