Development > Artwork

Hyperion

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DuKe2112:
It realy does look great, but I still think it odd, that now the interceptor got the VTOL Engines but the dropship didn't (;

sitters:
I think this is better.

Do you like to have two models, one with folding wings and without, or frames in one model
for folding his wings ?

@duke2112 :  I don't write the game, but during a war the engines and weapons can evolve.

@ bayo it's not so sharp, you can better see it at the picture below.

Willem



[attachment deleted by admin]

Psawhn:
As always, your work is really good, sitters. :)

I just want to add a couple little nitpicks - these are my own opinion, not the team's.

1st: Wings on the Hyperion. To me, it seems like their center of lift is too far back for the kind of load the transport can carry. The delta-wing is similar to fighters like the Mirage, but the main difference is how the weight is distributed in the fuselage. I just get the sense that the center of gravity for the Hyperion is located farther forward than the Mirage, in comparison, and this means that it just wouldn't fly. A fix might be to make the wing blend in to the fuselage, kind of like the F-16.

2nd: Cockpits. On both your craft, the canopies seem to be just 'bumps' on top of the fuselage, almost like an afterthought. (The Saracen has this problem, too.) I can't imagine pilots sitting in the cockpit even being able to see below the horizon in level flight, which makes landing especially difficult.
-The counter to this is that helmet-mounted displays combined with TV or IR cameras would let the pilot see 'through' the cockpit and fuselage no matter where he looks. (I think that's what they're trying to do with the F-35).

These are both modeling nitpicks, too, which makes them come at the worst time because you've already textured the two things.


Speaking of textures: Another visual clue to help make something feel human is to put labels and such in a couple places. Things like "BEWARE ENGINE BLAST" and "NOT A STEP", or markings for the fuel access, registration numbers, etc. We don't have to be able to read any of the words. The cargo access is a great place for these.

I also think that the Hyperion still needs some bump mapping. The lighter grey colour helps distinguish it from the Saracen, but it still needs those details to feel alive. I suggest keeping the lighter paint scheme but bringing back a lot of the panelling. Tone back the panels from the previous one a little bit, though - it felt to me like it had too many squares on the wings and on the nose. Keep the grooves for the flaps and rudders, as well as a a trapezoidal shape or two following the wings. The large panels on the main fuselage are fine.

The occasional greeble helps, too. (There are things like pitot tubes, doors for the fuel tanks, navigation lights (when off), EW sensors, and dozens of things I don't even know of. )

These are all just my own suggestions, though, so take them with as much salt as you want.

BTAxis:

--- Quote from: Psawhn on December 17, 2008, 10:32:24 pm ---1st:

snip

(I think that's what they're trying to do with the F-35).
--- End quote ---

Sigh.


--- Quote ---Speaking of textures: Another visual clue to help make something feel human is to put labels and such in a couple places. Things like "BEWARE ENGINE BLAST" and "NOT A STEP", or markings for the fuel access, registration numbers, etc. We don't have to be able to read any of the words. The cargo access is a great place for these.
--- End quote ---

That's not a good idea. We want all the text in the game to be translateable, so we shouldn't put any text into images.

Winter:

--- Quote from: Psawhn on December 17, 2008, 10:32:24 pm ---1st: Wings on the Hyperion. To me, it seems like their center of lift is too far back for the kind of load the transport can carry.
--- End quote ---

Not when you consider much of the weight will be at the back (like all the fuel in the wings!).

Regards,
Winter

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