Hard Light Productions Forums
Off-Topic Discussion => Arts & Talents => Topic started by: Aardwolf on July 25, 2007, 11:52:38 pm
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Here are some non-FreeSpace models I made recently (both of these two in under six total hours).
They are for a species I came up with called the Jovians. The Jovians are from Jupiter's moon, Europa, and they are originally an aquatic species that requires reverse-scuba technology to breathe outside of water or to travel in space.
They are one of the species for a game I plan to make which will be similar to my FS-TBSG, except with floating-point (decimal number) ship coordinates instead of a tiled map.
(http://i93.photobucket.com/albums/l77/Aardwolf001/Contested%20System/JCruiser1.gif)
Jovian Cruiser (made first)
(http://i93.photobucket.com/albums/l77/Aardwolf001/Contested%20System/JFighter1.gif)
Jovian Fighter (made after the cruiser)
Unfortunately, after finishing these models (to their current state) I realized they lack engines, and in the case of the fighter, weapon banks.
Any suggestions for overcoming this hurdle would be appreciated.
Also, what Jovian ship should I make next? (Don't assume I'm going to do what popular demand dictates though, I just feel like getting some input now, but I might conclude that it is more important to start on something else)
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Isn't that just your HTL Zephyrus?
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No, you definitely just took that and redid some stuff on it. The window even says "HTL Zery" I mean come on.
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Well, I don't really know how to UV map either. I've done it, but the best thing I uv'd was the player fighter in my Astral Legend (http://www.game-warden.com/masterpokey/ALgnd) game. Even that wasn't great, and it's detail wasn't too high up there either.
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Here is another Jovian ship, this time a carrier. It feels less "inspired" to me than the first one did. :sigh:
(http://i93.photobucket.com/albums/l77/Aardwolf001/Contested%20System/JCarrier1.gif)
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It looks nice. :nod: You should try to join a team like MT or Inferno.
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Hmm... I just realized these models are way too complicated to be used for a game like the one I was thinking of, but since they have so many spikes and things they'd be hard to LOD.
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Their not bad at all, although I dont like the fighter. Still I think their models still need more work, you have those areas that have that scaly details, and then other areas that seem too low poly, which creates a kind of discrepancy as a whole.
And they wouldnt be hard to LOD at all, just takes some time (but then again, what doesnt).
Id pump their polys a bit first, to make them look more current gen (graphics wise), and then move on to the rest
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You should try to join a team like MT or Inferno.
Neither of those projects are in any need of modellers.
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(http://i93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/SimpleCruiserAdv.png)
Here is a new one, this one a Terran Cruiser, spruced up from an older version of it which was very simple. The original was named Simple Cruiser, and this one is Simple Cruiser Adv.
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What you should really do is fix up those smoothing groups so it's easy to see where everything is :)
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The Jovian models would not make bad Shivan ships, properly textured.
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You should try to join a team like MT or Inferno.
Neither of those projects are in any need of modellers.
Are you sure? :wtf:
Remember that we need something...
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Remember that we need something...
Like what?
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They do kind of resemble Shivan ships.
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Here's a more Terran-looking design, possibly for a game or something.
(http://s93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/Fighter01Renders.png)
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Looks like a very heavily armed and armored Navy spacecraft from Colony Wars 1. An hybridisation of the Blizzard, the Typhoon and the Tornado. It could work fine as Snowstorm, predecessor of the Blizzard(though there are no pics of it...it's something like the Angel for the Valkyirie). I like it! :yes:
Remember that we need something...
Like what?
An heavy transport?
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That looks like a sketch from the FS2 credits from the tech room, or the FS1 credits i cant remember...
Still pretty good though.
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This is a carrier model I made today:
(http://s93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/Carrier01Renders.png)
It was drawn without looking at the original design, this sprite that I used (scaled down a bit) in my games HardPoint 2, HardPoint 3, Attack of the Flying Squirrels 5, and Nephosphere:
(http://s93.photobucket.com/albums/l77/Aardwolf001/HardPoint%202/Trillian.png)
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(http://s93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/ComparisonB.png)
The newest ship is the fighter, based on a sprite Turambar made for one of my older projects. It is magnified in the bottom of the image. The large ship on the right is a battleship (in the game I plan to use it in), featured as a 'missile frigate' in my recent game Contested Systems (http://www.game-warden.com/masterpokey/ContestedSystems).
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Here's a more Terran-looking design, possibly for a game or something.
(http://s93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/Fighter01Renders.png)
That upper left one looks really similar to the V concept art. :) Good work on the texturing though.
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i think it was a shivan beam-bomber, and the claws opened up when the beams were armed.
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i think it was a shivan beam-bomber, and the claws opened up when the beams were armed.
Looks more Vasudan IMO...
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meanwhile...
i noticed that 60% of aardwolds ships have some sort of bottom dorsal fin.
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Oh well. It's not like this board gets much activity now anyway.
(http://s93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/Horseshoe3.png)
It's a Carrier, inspired somewhat by the Protoss carrier in StarCraft. The texture is obviously sort of... plain... if I end up using this ship for something, either all of the ships will have a sort of style similar to this, or I will find or have made a better texture for it.
While it has a lot of openings to the fighterbays, internally, all the openings on each side are connected by a single fighterbay (not that it really matters).
It has 852 polygons, or 1434 triangles.
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do away with the arrowy lines on the wings. other than that i would compare it to grade A black angus 80% lean beef which is what makes the best burger i have ever tasted :yes:
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Like I give a crap.
http://s93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/?action=view¤t=HTL4Tube--.flv
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Nice; I would love to see that finished.
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Would somebody like to finish this model? (It is the one I mentioned in my realism thread in General FreeSpace recently)
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Cool. Looks like they're made of ice. Perfect for beings from Europa.
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http://s93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/?action=view¤t=SimpleCruiser2.flv
(a gunship/cruiser, not fit for the fs universe because it has 11 double-barelled turrets (none vertical-facing) and is only 93 meters long)
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Make a Freespace 2 version of that. :P
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No can do, but I've made my own game with it :D
http://www.game-warden.com/masterpokey/JSurreality/Surreality001.zip
Controls are:
Enter: Toggle pause
A: Accelerate
Q/E: Roll
Arrow Keys: Steer
F2: New game
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a random question... if you have time and will, would you come and do some models for TAP?
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Modeling to spec is not really my thing. I'm more of a procedural guy... take this thing, extrude like this, etc.
That's why I use Wings3D and not Google SketchUp.
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oh well, it was worth a try :D
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(http://i93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/AsmodeanFrigateCarrier.png)
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Screw the necro-warning, I'm posting in it anyway.
This is the 4th generation of Simple Cruiser, although #1, 2, and 3 are misnumbered slightly.
http://s93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/?action=view¤t=SimpleCruiser4_A.flv
It's 116 meters long and has 6 double-barelled turrets. If you want it converted to FS2 format, do it yourself or find someone who can!
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It doesn't look very-cruiser-y to me, perhaps a corvette, or scaled down a heavy transport.
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Why non-FS? That would look brilliant in-game.
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Why non-FS? That would look brilliant in-game.
Agreed.
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Like I said, if someone wants to convert it for FreeSpace, just ask and I'll post the model in some simple format.
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:bump:
I'm making a gunship, for no particular reason. So far it hasn't got any guns, though.
"Bloo Gunship" by Aardwolf
(http://i93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/BlooSchematic.png)
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Aardwolf I love your work and I'm definitely interested in using some of it but have you even had one of your models successfully imported?!
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(http://i93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/bloo_ambocc.png)
@Galemp, yes, eons ago : http://www.hard-light.net/forums/index.php/topic,42340.0.html
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Screw the necro warning, my thread needs me!
Interestingly enough, by bumping this I have moved the thread from the second-to-last page in the board to the first.
I'm working on some sort of alien warship.
A while ago, I had taken the Malia (from INFR1, but I used the Blue Planet version), and made some changes to it. I did a few revisions on the idea, trying to make it sufficiently different from the Malia, and about a week ago I started this version:
(http://i93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/carnup_d_rotate.gif)
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You know, I think ASW might have a use for that if you put some more detail into it :D
EDIT: I phrased that horribly didn't I. I didn't mean to sound like a pompous git.
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Heehee.
I don't really know what I want to put in the center; the current little diamond thing was just so that there'd be something, but it doesn't look very good, and I didn't expect it to.
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Heehee.
I don't really know what I want to put in the center; the current little diamond thing was just so that there'd be something, but it doesn't look very good, and I didn't expect it to.
how about some sort of over sized doomsday weapon?
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I don't really know what I want to put in the center; the current little diamond thing was just so that there'd be something, but it doesn't look very good, and I didn't expect it to.
how about some sort of over sized doomsday weapon?
Probably not. I might just have to experiment with things.
Update:
Here's an idea I'm trying out. An Enterprise/AWACS -ish dish in the upper rear of the ship:
(http://i93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/carnup_e_rotate.gif)
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I really like this ship. Which end is the front? Those four pointy parts feel like the most natural front to me. And I don't think you need to put anything in the middle, since the shape is strong enough without it.
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I think it feels more natural with the pointy parts better as the back.
Then again, it's because I'm too used to seeing the Akrotiri with its graceful curving pointy things at the end...and no place for engines.
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Pointy = back
Also note that the left and right pointy things meet in the center, like with the Malia. So the cross section at the center is just a point there. The whole model's center yz cross-section, at least in the rotating-thing version, is just an ellipsoid and two points.
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I've started on a new model, experimenting with a new technique for modeling it. I started with a rounded box, and then replaced that with a number of smaller rounded boxes. Then I went in and added better approximations of the final shape. Basically, it was to be a way to model without doing any 2d concept art in advance.
(http://i93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/cutoutship_1.png)
Obviously, I haven't finished the 'better approximations' step. Once I finish with this step, I'll probably go back and tweak/redo some parts.
I'm thinking about putting a fighterbay in that exposed region on the underside.
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from that point of view looks like a deimos of some kind.
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Yeah, I noticed the rear was starting to look a bit like a Deimos, and I liked that, so I extruded out the back a little to make it more like a Deimos.
Edit: Some work on the front, as well as a touch-up to the main engine part (top rear).
(http://i93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/cutoutship_2.png)
The little elbow things were hidden for this screenshot, as they are still ugly.
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Looks like a Deimos and Bellerophon had a baby.
I like.
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Four beam cannons at the front? :P
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Four beam cannons at the front? :P
That was the idea, yeah. I've been working on a redo of the front, though...
(http://i93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/cutoutship_3.png)
The red areas are placeholders. It was hollow there so I had to fill it or it wouldn't make sense, visually.
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A lot more done on this one (beyond even what I've got in the topic I started on scifi-meshes.com! )...
And I programmed something to render and screenshot, turntable-like. Here's the result:
(http://i93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/Result.gif)
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Very nice. Also, very Deimos-y. We can haz replacement Deimos?
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Looks great.
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:yes: Looking good!
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As built by forerunners :p
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deimosy indeed. whats the polycount?
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deimosy indeed. whats the polycount?
As of right now...
Un-triangulated : | 1810 |
Triangulated : | 2932 |
But she's still very WIP, so that is almost definitely going to go up. And that's without the turrets and the awesome greebleature I hope to give her.
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This is gonna be cool, great start.
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This is looking quite good, Aard.
She does look pretty squat, though. How long is this ship? Actually, what's the size in general?
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The dimensions, as of the latest version... which IIRC is the same as the one I made the animation from:
Width : | 100.2 meters |
Height : | 89.8 meters |
Length : | 185.7 meters |
For comparison, the Aeolus† is 273.0 meters long, the Deimos† is 705.6, and the Hecate† is 2156.4, whereas most fighters are less than 20 meters in length.
Although I am thinking of scaling it up a little bit, just to make the hangar have a wider clearance.
†3.6.10 mediavps version
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:wtf:
It's a little small for a hangar at this point, Aard. This definately needs a scale-up unless you intend it to remain as a small cruiser.
Actuallly, scaling this up might make for a good alterantive model to SteveO's futuristic Terran cruiser...
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Then I shall have to illustrate:
(http://i93.photobucket.com/albums/l77/Aardwolf001/Quick%20Illustrations/fred_ship_comparison_image_1.png)
Here's a top view just to give a general sense of scale. All ships are on the grid plane. Note the grid units; each square is 100 meters on a side. Of these ships, the only one with a fighterbay is the Moloch. Let's move our fighters in for a closer look...
(http://i93.photobucket.com/albums/l77/Aardwolf001/Quick%20Illustrations/fred_ship_comparison_image_2.png)
Not too spacious-looking, from the top...
(http://i93.photobucket.com/albums/l77/Aardwolf001/Quick%20Illustrations/fred_ship_comparison_image_3.png)
I've also provided a side view... look at the heights of these fighters compared to the fighterbay.
(http://i93.photobucket.com/albums/l77/Aardwolf001/Quick%20Illustrations/fred_ship_comparison_image_4.png)
Finally, just for fun, have a look at the Erinyes placed inside the fighterbay. The camera is actually positioned inside the ship, as this was the best position I could find to show how much space there is. Admittedly, the Erinyes is of course one of the narrowest fighters, so this is a bit beyond what would be necessary to make my point, but whatever...
To get some empirical data, that hangar is wide enough to fit the length of a Poseidon (about 50 meters), and tall enough to fit the width of an Ursa (about 35 meters). The only plausible reason for there not being fighterbays on cruisers in FreeSpace is the gameplay implications (and perhaps some overestimation of how big a hangar must be, as you have done, and as I did in the past)...
The opening to my cruiser/carrier's fighterbay is about 12 meters by 22 meters... a bit under half that size, but still big enough for an Erinyes.
Nonetheless, I reckon it is indeed too small even for my purposes, and I'll very likely scale the ship up sometime soon -- scaling the entire mesh should be a fairly painless process.
However I should also mention that this ship is not primarily intended for the FreeSpace universe (although I suppose seeing it in-game wouldn't hurt anybody)... I am seriously considering making the hangar be primarily for retrieval, and using launch tubes (like in BSG) to sortie the fighters. This would prevent the issue of "debris on the flight deck" preventing launches (something that plagued the Terran capital ships in FreeSpace 2), and would mean fighters can enter the fray quickly, rather than having to first navigate through a clogged hangar. It'd also be much harder for enemies to disable each and every launch tube than it would be to take a single exposed hangar... although I did make sure that the hangar entrance was placed in a fairly sheltered location on the underside, just to be safe.
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You should make it at least Deimos-sized IMO. (Maybe 500-600m?)
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Actuallly, scaling this up might make for a good alterantive model to SteveO's futuristic Terran cruiser...
:confused:
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UEF Sanctus? Not sure what cruiser you're referring to...
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Actuallly, scaling this up might make for a good alterantive model to SteveO's futuristic Terran cruiser...
:confused:
Ah, my mistake. I was thinking of Stratcomm's GTC Hyperion class. Here's a link, if necessary:
http://www.hard-light.net/wiki/index.php/GTC_Hyperion
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Ah, that. Does have a bit of resemblance on the front.
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Ah, my mistake. I was thinking of Stratcomm's GTC Hyperion class.
Oh... that was actually what I thought you meant at first, but then I saw Steve-O and was like... Steve-O didn't make the GTC Hyperion, what's he talking about? Anyway, that clears things up.
I can sort of see the resemblance there...
Edit rather than double-post:
Here's a visual comparison of the current size (185.7 meters long) versus the Deimos. The Deimos is just a screenshot taken in PCS2, scaled to matching size...
(http://i93.photobucket.com/albums/l77/Aardwolf001/Quick%20Illustrations/cutout_versus_deimos_sizecmp_1.png)
So yeah, it's too small.
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Indeed, IMO the scale should be increased maybe about 3x. Sweet design and concept though. Do you have ideas as for its armaments yet?
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I breathed while I burst into laughter at the same time and started coughing like mad after I saw that comparison image. :lol:
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Indeed, IMO the scale should be increased maybe about 3x. Sweet design and concept though. Do you have ideas as for its armaments yet?
Originally I was planning on giving it 4 forward-facing heavy weapons of some sort, with something equivalent to beam cannons. However, that was back when the front section had a diamond-shape, and now it's triangular... so I might give it 3 of something.
Also, I was thinking of using this ship in a Newtonian-Relativistic game (I wouldn't mind making the game that proves once and for all that a realistic space sim doesn't have to be un-fun :D), and as such, I figured that one aspect where realism and gameplay don't get along is infinite-range instant-hit weapons... beams. There's no real reason for a beam to have a limited range, except that any directed energy weapon would dissipate as it travels... this reduces the effective range, but does not make the weapon suddenly 'vanish' at an arbitrary distance. Nonetheless, the effective range for anything that can legitimately be called a 'beam' and not a 'fwoosh' is still too great for my comfort. I like the idea of a weapon with an "effective range" however, and better yet, something where the player(s) in fighters could reduce this effective range... perhaps warship torpedoes of some sort, which could be shot down by the fighters.
It will probably also have numerous turrets, although how many and of what sort I have not yet decided. I'll probably want to think about the weapons before I start placing anything, though.
I breathed while I burst into laughter at the same time and started coughing like mad after I saw that comparison image. :lol:
Haw. :p
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Indeed, IMO the scale should be increased maybe about 3x. Sweet design and concept though. Do you have ideas as for its armaments yet?
Originally I was planning on giving it 4 forward-facing heavy weapons of some sort, with something equivalent to beam cannons. However, that was back when the front section had a diamond-shape, and now it's triangular... so I might give it 3 of something.
Also, I was thinking of using this ship in a Newtonian-Relativistic game (I wouldn't mind making the game that proves once and for all that a realistic space sim doesn't have to be un-fun :D), and as such, I figured that one aspect where realism and gameplay don't get along is infinite-range instant-hit weapons... beams. There's no real reason for a beam to have a limited range, except that any directed energy weapon would dissipate as it travels... this reduces the effective range, but does not make the weapon suddenly 'vanish' at an arbitrary distance. Nonetheless, the effective range for anything that can legitimately be called a 'beam' and not a 'fwoosh' is still too great for my comfort. I like the idea of a weapon with an "effective range" however, and better yet, something where the player(s) in fighters could reduce this effective range... perhaps warship torpedoes of some sort, which could be shot down by the fighters.
It will probably also have numerous turrets, although how many and of what sort I have not yet decided. I'll probably want to think about the weapons before I start placing anything, though.
I breathed while I burst into laughter at the same time and started coughing like mad after I saw that comparison image. :lol:
Haw. :p
up front how about three main cannons of some description and in the middle a torpedo launcher to beef up the forward punch or an anti fighter weapon to protect the main guns from fighter assault
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headdie, you're awesome. That's the most awesomely bad grammar I've seen in a while...
:wakka:
Ah yes, and I'll need to get back to concept art sometime soon... ;)
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headdie, you're awesome. That's the most awesomely bad grammar I've seen in a while...
:wakka:
Ah yes, and I'll need to get back to concept art sometime soon... ;)
what can i say half 11 at night lol
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Is that supposed to be late?
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it is when you haven't had much sleep
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I've scaled the whole thing up by a factor of 3 on all axes...
There are currently two areas I'm not sure how to proceed with:
(http://i93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/cutoutship_rib_idk_1.png)
(http://i93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/cutoutship_rib_idk_2.png)
I kind of want to avoid an 'exposed internals' look for such large areas of the hull. Suggestions welcome.
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Hmmm. Since you've given that portion a sharp cutaway both above and below it, I guess it'd be logical to have sharp angle there, too. It doesn't need to be lights/internals/whatever but maybe with something as simple as panelling, or with a few small structures bulging out, it'd look okay.
Apologies if my post makes no sense visually, I'm not a modeller. :ick:
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If not internals, then maybe some weapon ports?
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Hmmm...
(1.) Indent.
(2.) Add plating (or otherwise greebles).
(3.) Add venting.
(4.) Add sensors.
(5.) Done!
;)
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I've got a bit of an idea how I want to deal with the front area (2nd image), the side/top area (1st image) is more of an unknown right now... It's also much less planar.
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I'm making some sort of an alien. Currently it looks like a Zergling mated with a Sathanas...
(http://i93.photobucket.com/albums/l77/Aardwolf001/Mantisidae/spinner_v6_ao.png)
It's not done, obviously. I plan to give it some hardened plates ( "armor" ), revise the tail considerably, re-attach those little spikes (they were attached in an earlier version), give it some sort of "face" (not very human-looking), somehow make the legs look less wiry, and maybe make those big claws into arms/"fingers" with little claws at the ends.
And then I'd do texturing and stuff like that.
Possibly-interesting note (depending how bored you are), that's per-vertex AO, not per-pixel or per-texel... I had to uber-subdivide the ground under the feet to make it look right.
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I was thinking you could do this with the leg:
sorry for the crap image, 10 mins with gimp and I've only got a mouse :\
[attachment deleted by admin]
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More pronounced musculature?
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basically, yes
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I just thought of something great I could do as far as the eyes/mouth/face... somewhat like this image I came across on wookiepedia, of a critter called the "Sith Wyrm"... although the picture there is kind of ridiculous, it gave me an interesting idea. So I'ma go try to model that idea now.
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More work on the front... it looks kinda crummy so far, but I'm just setting up the general form.
(http://i93.photobucket.com/albums/l77/Aardwolf001/Mantisidae/spinner_v7_ao.png)
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Cool. Have you thought about how you'll animate it? Will it carry its arms in that manner when it runs?
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Cool. Have you thought about how you'll animate it? Will it carry its arms in that manner when it runs?
Hm... I'd been thinking it'd have a gait sort of like a rabbit, hopping/bounding/whatever... the arms probably wouldn't be up like that all the time, though. Idunno really.
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Awww, a jumping Sathanas bunny!
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(http://i93.photobucket.com/albums/l77/Aardwolf001/Mantisidae/spinner_v7c_ao.png)
More work on the "face"
Edit: I'm starting a thread about this guy on scifi-meshes.com: here (http://www.scifi-meshes.com/forums/showthread.php?75651-Insectoid-Alien-(-quot-Mantisidae-quot-)&p=480229)!
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It just went from cute to vaguely disturbing.
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It just went from cute to vaguely disturbing.
/me tents fingers
"Excellent"
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Vaguely disturbing in the sense that it's half cute half disturbing. :wtf:
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I know what you mean. That's how I feel when I see a newborn puppy with the afterbirth all over it.
This is definitely a zerg-shivan hybrid.
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:bump:
New spacecraft model in the works. Some sort of medium/largish alien warship, I guess... originally I was thinking I wanted to make some sort of "fire ship" after having discovered the concept while reading stuff in the FotG board.
(http://i93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/fireship_prelim_screenies_01.png)
The front of the ship was about to get redone... let's see if you can guess which end is the front. :P
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It looks like a Thanksgiving turkey with horns.
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It looks like a Thanksgiving turkey with horns.
That it does...
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Morning after the night before
*mara
Herc Mk2
YAwwwwwwwwwwwwn, that was an awesome party. time for some breakfa- WHAT THE F**K? WHO ARE YOU??
Hey baby, thanks for last night, you're a special girl but i'm not one to get tied down with "relationship" problems *enters supspace"
Nine months later
Doctor-
Congratulations Brahma four, it's a...................................Ummmmmmmmmmm.
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Maybe I'm just a sucker for "living" spaceships, but that looks really good. But it has the feel of a slightly smaller ship, like a cruiser.
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Morning after the night before
*mara
Herc Mk2
YAwwwwwwwwwwwwn, that was an awesome party. time for some breakfa- WHAT THE F**K? WHO ARE YOU??
Hey baby, thanks for last night, you're a special girl but i'm not one to get tied down with "relationship" problems *enters supspace"
Nine months later
Doctor-
Congratulations Brahma four, it's a...................................Ummmmmmmmmmm.
ROFL OMG AWESOME
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I've done a bunch more with the
turkey alien "fire-ship", but what I've got right now isn't really presentable.
A hearty :lol: was had at Dekker's "fanfic"
Maybe I'm just a sucker for "living" spaceships, but that looks really good. But it has the feel of a slightly smaller ship, like a cruiser.
Heheh... That reminds me, have you done anything else with that alien corvette you were making, back before you joined the Star Wars mod? It's probably off-topic here, PM me or bump the thread or something.
Edit: Updated fireship thingy:
(http://i93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/fireshipscreenyshinish.png)
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Looks... Interesting...
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what... Is that? :wtf:
it looks sorta....
er...
like a...
whatever, it's good :yes:
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Oh, if you're wondering what the reason those little fin things look weird in this version is, it's because I was cutting the model into sections so I could detail and tweak each section individually. I then made a copy of the model and did a Smooth on the whole thing, causing those cut edges to be smoothed when the intended look wasn't such.
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Looks kinda cool.
Would be nice to have it in a different color and a slightly different angle.
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The jumping Sathanas bunny is in Alien Swarm D:
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WAT.
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Something for a realistic space combat setting, I call it a "skirmisher":
Top view:
(http://i93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/SkirmisherBTop.png)
Side view:
(http://i93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/SkirmisherBSide.png)
Rear view:
(http://i93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/SkirmisherBRear.png)
Front view:
(http://i93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/SkirmisherBFront.png)
Bottom view:
(http://i93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/SkirmisherBBottom.png)
Misc. perspective view:
(http://i93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/SkirmisherBPerspective.png)
The smallest cost-effective manned combat craft, with a crew of 8. I haven't actually thought up what each person does, I just sort of came up with that number out of nowhere, so it's subject to change.
Somewhat inspired by the colonial trainers from BtRL and Diaspora.
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Sorry, just had to ask: How is it any more realistic than any FS ships?
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Sorry, just had to ask: How is it any more realistic than any FS ships?
It's not the ship that's more realistic. It's the setting I plan to use it in... although some aspects of the ship design have been set up accordingly. For example, my decision to make this, the smallest manned combat craft, be more akin to a WWII bomber (in size and crew) than a fighter.
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Almost looks like it could be TOS Cylon.
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Keep in mind, Aard, that WWII bombers are not all too large...
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When I said "WWII bomber" I was specifically thinking of the "Flying Fortress". According to wikipedia, the B-17 Flying Fortress had a wingspan of 31.62m, and a length of 22.66m ... and had a crew of 10:
Pilot, co-pilot, navigator, bombardier/nose gunner, flight engineer-top turret gunner, radio operator, waist gunners (2), ball turret gunner, tail gunner
My "Skirmisher" has a wingspan of 34.8m, and a length of 19.3m ... also it probably fills the AABB volume better than the B-17. Of course, it's not done, and I might make some tweaks that might change the dimensions slightly, but whatever.
Comparable.
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It's not the ship that's more realistic. It's the setting I plan to use it in... although some aspects of the ship design have been set up accordingly. For example, my decision to make this, the smallest manned combat craft, be more akin to a WWII bomber (in size and crew) than a fighter.
I like the idea, I'd really like to see more WWII-style bombers. Any chance to see this one ingame?
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It's not the ship that's more realistic. It's the setting I plan to use it in... although some aspects of the ship design have been set up accordingly. For example, my decision to make this, the smallest manned combat craft, be more akin to a WWII bomber (in size and crew) than a fighter.
I like the idea, I'd really like to see more WWII-style bombers. Any chance to see this one ingame?
Possible, but don't get your hopes up. As you may have noticed, my projects have a habit of not getting finished :blah:
Anyway, I've done some fine-tuning of the wing shape, and I put in some preliminary markers for where I reckon the RCS thrusters will go. I'll upload some newer screenshots once I've got a bit more done on her.
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:bump:
Because nobody noticed my "stealth update"
Front ortho:
(http://i93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/SkirmisherE03.png)
Left ortho:
(http://i93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/SkirmisherE02.png)
Perspective view, above/rear/left:
(http://i93.photobucket.com/albums/l77/Aardwolf001/Misc%203D%20Models/SkirmisherE01.png)
I've gotta fill in that gaping hole in the front. Somehow.
@TrivialPsychic: Yeah, it was inspired by the BtRL/Diaspora colonial trainer drone, which was in turn inspired by the TOS Cylon raider
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The thrusters (or whatever those cylindrical things are) could use a bit of detailing.
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Cylindrical things? Those would probably be the main guns; that's the front :p
And yeah, I know they could use some detailing. What's there is basically just placeholder geometry. The engines are the big flat dark surfaces in the rear... not to be confused with the slightly smaller dark surfaces in the front, which are where the missiles will fire from.
A little description of the armament in general:
- There are four main guns, which are forward mounted. They probably shoot some sort of particle cannon. The advantage of these is that they're powerful and can't be shot down by turrets, and their power supply (or whatever they use) can be replenished. The disadvantage is that since they're forward-mounted, you have to point your ship at the target ... a little bit in front, actually.
- There are also two banks of missiles (one on each side), which are blastier than the main guns and don't need you to point them at the target in order to track it. As a disadvantage, however, they can be shot down by turrets, and you can only launch as many missiles as you've got on-board.
- There's a torpedo/bomb bay on the underside. Torpedoes are even blastier than missiles, but they're slower and easier for turrets to detect. Not meant for use against small targets like Skirmishers
- Turrets: they shoot down missiles and torpedoes.
- Countermeasures: flares? Something to get an enemy missile to leave you alone.
At some point I'm also going to have to figure out where countermeasure launchers will go... I'm not sure if that's something that can be controlled in the FS2 engine (or whether a ship can have multiple countermeasure launch points / AI-controlled countermeasure release?) but if/when I put this into my own game, that's one thing I want.
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Is the "front" of the ship the same end that the turrets are pointing towards?
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Yes......
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Sorry, I had it in my mind that that those black barrels were engines. I guess those turrets were a dead giveaway.