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Artwork / Re: Herakles Revised
« on: October 18, 2012, 11:49:50 pm »
Doesn't matter now ^^. I'll do more, than just mesh.
New board
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It needs to be somewhat smaller than 2x2, because we will need to place it into the future 2x2 dropship hangars. Beside that, I am used to make things big, you know .
About the pics above, to be honest, to me it looks somewhat 'ordinary' as it is right now. I mean, thereĀ“s nothing to make it look/feel unique in some way.
If i understand correctly what i have seen in game - Herakles is all-human tech (doesn't need any alien material or parts). That's strange however, I research it alongside with Stingray.1th - I read speculations 'bout implementing alien tech. Well, it should be considered, as false for now and I focus design toward human - tech.
Given it's a big and heavy aircraft it seems that two engines not enough - tree or even four for balancing lifting power. IIRC there are many complaints to Osprey regarding it's stability and safety. That's main reason why it's not widely used by military.
I think near future VTOL craft would be something like this (only small craft at the moment). In a bit more far future engines will be electrical powered by more advanced batteries or generator.
And i really would like ability to leave dropship in tree directions instead of only one.
One thing to keep in mind: ideally, I would like it if all of our dropships fit onto a 2x1 RMA tile. This would reduce the amount of wasted space we have around the dropship on maps and in many cases would help get soldiers into cover and interesting terrain more quickly.
The current Herakles is the only dropship that accomplishes this (sort of) by having a break-away drop-pod, so that the full vehicle is never seen on the battlescape. 2x1 may just be too small to pull off (ShipIt, do you have some thoughts on this?). But the smaller we can keep our drop-ships the better (yours looks like it could make it onto a 2x2 tile, so that could work).
On the design: I like the overall shape. To be honest, you can use more polys to round those engines add a bit more detail in the battlescape version (current poly level is good for geoscape).
In the *spoiler*tech tree outline*spoiler* I'm working towards, it's actually placed in the middle game, so it's pretty flexible in terms of the technology used. I think we're not meant to be able to manufacture alien materials, but that's why we salvage them from disassembled UFOs, if I understand that correctly.
Nano-tubes are the base of the Alien technology. Another research article we have says (Alien Materials (?) ), that we couldn't manage to make them. And Hyperion should be an early, completely human/tech based craft.... so the story needs adjustments...
-geever
Our wiki has some information about exporting from Blender, although it may be out of date. Please give it a shot and update the wiki if you find anything incorrect.
If you're unable to get it working, don't worry. Provide a OBJ file of the model and I will get it to MD2 for you. We'll probably rename the MD2 and texture files before we add it anyway, so this is not a problem for us.
Please also specify what license you are willing to release under. We prefer GNU General Public License 2.0 or later. But we're also happy with CC BY-SA 3.0 if you'd prefer that.
Players can rotate the model on the UI to any direction. So, it doesn't need much details, but don't make it simply grey-painted, please.
-geever
Looking very nice. You're right, no one will see the bottom unless we crash it!
Not sure if I got this right. For sure nobody will touch your work here without need.