Hard Light Productions Forums

Hosted Projects - Standalone => Wings of Dawn => Topic started by: DahBlount on September 14, 2014, 05:03:53 pm

Title: [Released] Kaze
Post by: DahBlount on September 14, 2014, 05:03:53 pm
Blah blah blah, generic message about updating models, placeholder message.

Please leave feedback.

I will be streaming the modeling process of the Kaze so I can get real-time feedback on what everyone thinks.
I will make a post containing times whenever I do stream. Found at http://www.hitbox.tv/DahBlount.(or you can wait around in #wod on IRC for me to shoot the link to everyone)
Title: Re: [WIP] Kaze
Post by: CKid on September 14, 2014, 07:58:27 pm
When I look at it, I think of pancakes.
Title: Re: [WIP] Kaze
Post by: DahBlount on September 14, 2014, 08:15:05 pm
Indeed, in fact that was the main issue we addressed in IRC today. The plan is to add missile banks on top and engine intakes on the bottom to give it more vertical space in the profile.
Title: Re: [WIP] Kaze
Post by: Dragon on September 14, 2014, 10:11:53 pm
Looks weird, I would say, too sharp. The dagger-like prongs don't really fit the design, IMO.
Title: Re: [WIP] Kaze
Post by: Colonol Dekker on September 15, 2014, 01:03:14 am
Pathetic decendant of monkies!!
Title: Re: [WIP] Kaze
Post by: Dragon on September 15, 2014, 07:27:31 am
Well, now that you mention it, it also is a dead ringed for Krant from WC1... :)
Title: Re: [WIP] Kaze
Post by: Lorric on September 15, 2014, 12:27:04 pm
It makes me think of some sort of modified Klingon Bat'leth. Almost like it's a weapon to be picked up and wielded.
Title: Re: [WIP] Kaze
Post by: headdie on September 15, 2014, 08:11:35 pm
I like the blade like appearance, after all its role is that of the knife rather than the sledgehammer, used with skill and cunning and it is lethal, mess around with it and it will more likely cut you than your opponent.
Title: Re: [WIP] Kaze
Post by: Rodo on September 18, 2014, 10:15:13 am
You could cut the middle of those blade-like frontal parts, hollow the space out until like half the way into the model and use that new space to mount some missile launch tubes. (actually, I'd move those gun ports to the center and replace them with missiles. As it stands now the gun placements will require the model to use that gun convergence thingy?)

On the back, you could add some additional detail like protruding engine housings, right behind the cockpit. This will give the viewer a hint where the "up" and "down" of the model is. Maybe strap some sort of spoiler to the engine pods to make it look a little more speedy and going along with the race-like looks.
Title: Re: [WIP] Kaze
Post by: Dragon on September 18, 2014, 10:25:39 am
Also, I really don't like the wings. It might be just that I know a thing or two about aerodynamics, but those wings look like some sort of utility blades, not actual wings. They'd never actually work with a trailing edge done like that. Also, unless you're planning to have them fold against the body (like with BP's Draco), you should remake the point at which they connect to the fuselage completely.

Oh, and please make it stop looking like Krant. Ever since Dekker mentioned Kilrathi, I can't unsee the resemblance. :)
Title: Re: [WIP] Kaze
Post by: Lorric on September 18, 2014, 10:48:38 am
Wow. It really does resemble the Krant, doesn't it!

(http://geminisector.wdfiles.com/local--files/kfighter/StandoffKrantImage.png)
Title: Re: [WIP] Kaze
Post by: DahBlount on September 18, 2014, 01:28:49 pm
Wow that is frightening.

I'll think of something tonight but don't expect wonders.

Also to address specific concerns,  atm the vertical profile is the same as the original and will end up being taller due to engines, missile pods, and rear tail wings.

As for between the fork, that is reserved for other things than missile pods.
Title: Re: [WIP] Kaze
Post by: Dragon on September 18, 2014, 07:05:08 pm
Wow. It really does resemble the Krant, doesn't it!

(http://geminisector.wdfiles.com/local--files/kfighter/StandoffKrantImage.png)
That's from Standoff, the original sprite (particularly it's top profile) is what I'm talking about. While it's fairly blurry, it's similar enough for Kaze to remind me of it. :)
Title: Re: [WIP] Kaze
Post by: Lorric on September 18, 2014, 07:10:51 pm
This one?

(http://static.wcnews.com/wcpedia/images/thumb/Wc1krant4.gif/250px-Wc1krant4.gif)
Title: Re: [WIP] Kaze
Post by: Dragon on September 18, 2014, 07:25:34 pm
Yes. It's less sleek than Kaze, with bigger, more complex wings, but the overall configuration is pretty close (also note how thin it is from the side. Standoff version is much thicker).
Title: Re: [WIP] Kaze
Post by: Lorric on September 18, 2014, 07:34:18 pm
Let us change the model's name to Kraze! :)
Title: Re: [WIP] Kaze
Post by: DahBlount on September 18, 2014, 07:44:06 pm
Looks like I need to switch it up a little eh? My idea is coming along quite nicely at the moment, it's just painstaking having to move individual vertices and calculate distances in between each move.
Title: Re: [WIP] Kaze
Post by: Flak on September 19, 2014, 07:07:38 am
I think it is a little flimsy looking, preferably make it a bit 'fatter', no need to be as 'fat' as a Dragon, just make it less flimsy.
Title: Re: [WIP] Kaze
Post by: AndrewofDoom on September 19, 2014, 03:42:00 pm
When I think Kaze, I think

(http://www.tomopop.com/ul/4102-HBY-ICF-00000541.0.jpg)

Sleek, rounded, sexy, and small profile. Needs more of that.
Title: Re: [WIP] Kaze
Post by: Lorric on September 19, 2014, 03:49:54 pm
Is this Kaze designed to replace the old Kaze, or is it one of the Kaze variants Spoon mentioned in the Forum Game? Or something else entirely?

I am not fond of the outstretched wings. I prefer the way they are more tucked in on the old Kaze:

http://www.hard-light.net/wiki/index.php/LSF_Kaze

Though if this Kaze was some sort of heavier Kaze variant it might work. But I'll be honest, it really doesn't feel like the old Kaze at all. Unless it's not supposed to.

I would prefer the picture Andrew has just put as a changed Kaze to this one.
Title: Re: [WIP] Kaze
Post by: DahBlount on September 19, 2014, 04:03:04 pm
This is replacing the old Kaze as well as being adapted into the new variants.

A lot of design features from the old Kaze just aren't my style so I'm tossing them out(Curved wings are one example). I am working on a new design so just wait patiently until I can upload a fairly representative P3D.
Title: Re: [WIP] Kaze
Post by: Lorric on September 19, 2014, 04:04:34 pm
This is replacing the old Kaze as well as being adapted into the new variants.

A lot of design features from the old Kaze just aren't my style so I'm tossing them out(Curved wings are one example). I am working on a new design so just wait patiently until I can upload a fairly representative P3D.
Thanks.

Sure, I'll wait and see what the new design looks like.
Title: Re: [WIP] Kaze
Post by: Torchwood on September 26, 2014, 06:35:30 pm
Gonna have to side with Andrew on this one. Light fighter's gotta be sleek.
Title: Re: [WIP] Kaze
Post by: Dragon on September 26, 2014, 08:05:15 pm
Spoon made an "interim" remake of the Kaze, with sharper, straight wings and some other improvements. I'd say, take more clues from it than from the original.
Title: Re: [WIP] Kaze
Post by: DahBlount on September 26, 2014, 08:28:58 pm
Dragon is correct.

Anyways, I'm actually going to be streaming the modeling process of the Kaze (See first post) and I will be posting details at a later date, probably next weekend, when I have 9 days off from school.
Title: Re: [WIP] Kaze
Post by: Lorric on September 26, 2014, 09:00:01 pm
This could be quite an opportunity to teach people how to do such things if you walk people through what you're doing and save the recording so people can view it later. :)
Title: Re: [WIP] Kaze
Post by: DahBlount on September 26, 2014, 09:53:53 pm
Indeed. I'll get a recording+streaming setup made because atm, I only have an option for recording and for streaming. Only problem is the video quality may suffer a bit but it is an acceptable loss in exchange for a hopefully decent lesson.
Title: Re: [WIP] Kaze
Post by: DahBlount on September 27, 2014, 10:14:05 pm
Update time!


Thanks to Durandal(Hellstryker) for feedback.
Title: Re: [WIP] Kaze
Post by: Dragon on September 28, 2014, 02:02:20 am
Better. A lot. Perhaps the missile pods could lose the top row (or even both topmost ones). Also, think about streamlining the canard attachment point and perhaps enlarging them slightly. Otherwise, good job.
Title: Re: [WIP] Kaze
Post by: Droid803 on September 28, 2014, 02:12:25 am
Missile pods are fine. If you shave off any rows it'll look like someone ran the thing over with a steamroller again.
Title: Re: [WIP] Kaze
Post by: niffiwan on September 28, 2014, 04:29:18 am
 :yes: I like that look at lot, streamlined with beefy engine pods, emphasising its hit-and-run mission profile
Title: Re: [WIP] Kaze
Post by: Spoon on September 28, 2014, 07:36:11 am
For comparison

This how it looked originally:
(http://i1054.photobucket.com/albums/s490/kingspoon/Untitled-1_zpsfc9acf63.jpg)

This is how I updated it for the new wod release:
(http://i1054.photobucket.com/albums/s490/kingspoon/screen0359_zpsdd211185.jpg)

I cannot match Dahblount's skillz
Title: Re: [WIP] Kaze
Post by: Lorric on September 28, 2014, 09:22:46 am
Aw yeah! Now we're talking! :)

I approve of this new version very much DahBlount. I'm very much looking forward to seeing where it goes from here. :pimp:
Title: Re: [WIP] Kaze
Post by: DahBlount on October 01, 2014, 09:05:26 pm
P3D updated
Title: Re: [WIP] Kaze
Post by: Lorric on October 01, 2014, 09:14:47 pm
Those massive engines on the back just scream power. I really like looking at it from the back, it looks so powerful and agile.
Title: Re: [WIP] Kaze
Post by: Colonol Dekker on October 02, 2014, 12:37:46 am
Don't touch another bit of it.


It's perfect.



Title: Re: [WIP] Kaze
Post by: DahBlount on October 08, 2014, 08:08:00 pm
I'm streaming now. Gonna try and get the geometry finalized tonight and I'll start texturing tomorrow.

http://www.hitbox.tv/DahBlount


Stream is now over.

Here are the results(relatively minor changes alongside new thrust nozzles):

Title: Re: [WIP] Kaze
Post by: Colonol Dekker on October 09, 2014, 01:03:48 am
Looks really nice.

 :nervous:

Privateer....2.


;)






Seriously nice craft though :yes:

Title: Re: [WIP] Kaze
Post by: DahBlount on October 16, 2014, 09:38:02 pm
SUPER AWESOME CANONE/MASSDRIVER TEASER PIC GO!!!

(http://i.imgur.com/8SxFYY9.png)
Title: Re: [WIP] Kaze
Post by: DahBlount on October 24, 2014, 07:32:37 pm
P3D update

Title: Re: [WIP] Kaze
Post by: z64555 on October 25, 2014, 12:28:45 pm
lol, cliploader.

For faster reloads, in space!  :yes:
Title: Re: [WIP] Kaze
Post by: Colonol Dekker on October 25, 2014, 12:35:38 pm
Could be mass effect style power pack. I'm more bothered about it blocking the forward pov. But still it is win.
Title: Re: [WIP] Kaze
Post by: DahBlount on October 25, 2014, 12:53:45 pm
The magazine is being replaced with a power conduit.

Dekker: All the Terran fighters in WoD feature COFFIN style cockpits. The forward facing cameras ar in the prongs so the forward view will not be obstructed at all.
Title: Re: [WIP] Kaze
Post by: z64555 on October 25, 2014, 04:29:42 pm
There doesn't necessarily need to be cameras. For all we know, the cockpit view is a virtual construct given from the radar sensors. Heck, there may be multiple optical sensors scattered all about the skin of the craft that are painstakingly transformed into a perspective view for the pilot to see.

Summary: don't try to technobabble everything in a space sci-fi.  ;)
Title: Re: [WIP] Kaze
Post by: DahBlount on October 25, 2014, 06:10:21 pm
Heck, there may be multiple optical sensors scattered all about the skin of the craft that are painstakingly transformed into a perspective view for the pilot to see.

That is what a COFFIN cockpit is. :p
Title: Re: [WIP] Kaze
Post by: Flak on October 26, 2014, 12:05:20 am
Perhaps that stick is meant to carry something like BP's Archer?
Title: Re: [WIP] Kaze
Post by: DahBlount on November 30, 2014, 04:05:30 pm
The Kaze is getting pimped out. Finally got around UV mapping the thing, this is before baking to a single texture. Expect a texture update in the next few days.

(http://i.imgur.com/0BFIsMz.png?1)

(http://i.imgur.com/LbkqXAd.png?1)