CORE T-1 Aircraft - Page 2

CORE T-1 Aircraft

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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Re: CORE T-1 Aircraft

Post by Peet »

I always ran into that too...positioning them all pointing down +z and then rotating around y in the script is the only real option if you want to allow variable pitch (rotations around z), I believe. I don't think the s3o format stores rotations for pieces; in upspring the vertices are just rotated around the piece's origin and their new positions saved.
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Falcrum
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Re: CORE T-1 Aircraft

Post by Falcrum »

MR.D wrote:sexy
whats that from?
http://conceptships.blogspot.com/
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MR.D
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Re: CORE T-1 Aircraft

Post by MR.D »

Thats a pretty big limitation with the .s3o format then...

I'll get this released then with all 6 fanblades set 0(north), and whoever scripts it will have to remember to orient the blades.

Y axis
b1 0(north)
b2 -60(northwest)
b3 -120(southwest)
b4 +60(northeast)
b5 +120(southeast)
b6 +180(south)

Main fan center rotates on -Y according to upspring

For each blade, pitch rotates Z -30 for descent Z +20 for ascent, 0 for hover

If you want, increase fan rotation speed during ascent, reduce speed during descent.

I did setup the nose cannon to pivot too, it has 15 degrees of panning up/down/left/right.
Attachments
core-bladewing.7z
Mister.D original model.
(noscript)

texture 1
texture 2
corbladew.s3o
(548.73 KiB) Downloaded 43 times
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Pressure Line
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Re: CORE T-1 Aircraft

Post by Pressure Line »

Saktoth wrote: Fighters from PressureLine
ImageImage
Saktoth wrote: Brawler:
Image
Just a note, Brawler is mine too.
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Argh
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Re: CORE T-1 Aircraft

Post by Argh »

Each time I set the blades, they hold their new rotation # until I save it, and once I do, each blade's rotation is reset to 0 instead of holding its new rotated origin after I reload the model.
You have to hit your enter key or click in another field to validate rotations.

And yes, rotations are saved into the model. But... for something like a prop where you want it to change angles depending on whether it's stopped, you want to just make clones all at 0, with a center in the center of the axis of rotation in the two axes you're using, and then rotate them with the script. Rotate them in the y axis and x or z to set them up, then it's just spin / stop-spin and rotating on x/z.

Yes, that's a pain in the ass, but you don't want to get into the mess it'd take to do it otherwise.
Master-Athmos
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Re: CORE T-1 Aircraft

Post by Master-Athmos »

I think I'll give it a shot this evening if nobody else already is working on a script...
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Beherith
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Re: CORE T-1 Aircraft

Post by Beherith »

I know variable fan pitch would be a nice thing, but bladewings really get spammed at high rates, and Im not sure all this detail is needed (but dont let this hold you back!)
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manolo_
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Re: CORE T-1 Aircraft

Post by manolo_ »

Beherith wrote:I know variable fan pitch would be a nice thing, but bladewings really get spammed at high rates, and Im not sure all this detail is needed (but dont let this hold you back!)
yeah make them nice POINT. maybe other mods could use them as lvl1 gunships
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Gota
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Re: CORE T-1 Aircraft

Post by Gota »

For all we know that bladewing is gonna be used in spring for the next 10 years or until spring dies so i say make it as detailed as you want.
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MR.D
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Re: CORE T-1 Aircraft

Post by MR.D »

Starting on the FINK scout plane.

Have to make my own wings yet, still using the original just as a placeholder for the moment to keep scale.

394 triangles.


Image
Image
Attachments
Sent-sounds.zip
(3.3 MiB) Downloaded 13 times
cor_finktest1.jpg
(187.1 KiB) Downloaded 2 times
cor_finkOTA1.jpg
(198.86 KiB) Downloaded 2 times
Warlord Zsinj
Imperial Winter Developer
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Joined: 24 Aug 2004, 08:59

Re: CORE T-1 Aircraft

Post by Warlord Zsinj »

Cool!

My only criticism of it is that perhaps some of the humour of the original has been lost? It looks like a pretty serious jet with what you've done - I think it'd be nice if the detail of the 'neck' (that is, a pinch between the head and body) is kept. Another suggestion is that given that it's a core unit, there's no real reason for a cockpit, you could do something interesting with the 'eye' concept you had from your vehicles, such as an eye on the nose or a bulbous eye on the underside.

Another suggestion is to enlarge the jet engines on the sides to the point of caricature to explain 'this aircraft is very fast'.

Either way I'm looking forward to seeing what you do with the texture
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Tribulex
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Re: CORE T-1 Aircraft

Post by Tribulex »

Yeah i was going to post, but I read wz's post and i definitely agree with all he said.
BaNa
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Re: CORE T-1 Aircraft

Post by BaNa »

me too, +1 to wz
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MR.D
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Re: CORE T-1 Aircraft

Post by MR.D »

Yeah, I noticed alot of animal resemblances with quite a few units.

Fink reminds me of a Pterodactyl or something, Peeper resembles a Moth.

I have a hard time believing that the presence of a cockpit area is a bad thing, it can just as easily be a sensor package within.

The OTA Weasel Cinema and game model have cockpits, so does the Cinema VAMP fighter, and nobody saids anything about that.

Its cloud theory, where you see a bear, I see a lion.

Everything is open to imagination and interpretation, and I guess its just easier for me to imagine more of a modern Jet than an animal when it comes to making a futuristic aircraft, as that is simply what "I" see.

I'll do a bit of tweaking, but I'd rather keep working forwards.
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SanadaUjiosan
Conflict Terra Developer
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Re: CORE T-1 Aircraft

Post by SanadaUjiosan »

I, for one, vote yes on cockpit for the model.
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MR.D
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Re: CORE T-1 Aircraft

Post by MR.D »

tweaks + wings.

I didn't drastically change anything, but I make the neck area, streamlined the cockpit, and angled the engine intake area to closer match the OTA angles there, and overall made it a bit more aggressive looking.

The wings will pull into the main chase up to where the cutouts are, as well as fold up like the original, and I think I might leave the landing pads out to save some polies, its going to be rare to see the belly of this unit anyway.

422 triangles.

I'm going to try and shave down some polies, but I'm happy with the results thus far.

Image
Image
Attachments
cor_finktest3.jpg
(185.52 KiB) Downloaded 2 times
cor_finktest4.jpg
(77.79 KiB) Downloaded 2 times
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Tribulex
A.N.T.S. Developer
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Re: CORE T-1 Aircraft

Post by Tribulex »

Very well done (as usual)
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Gota
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Re: CORE T-1 Aircraft

Post by Gota »

Looks much better.
Master-Athmos
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Re: CORE T-1 Aircraft

Post by Master-Athmos »

I'd just rethink the way the wings can turn (but maybe you want to do that anyway). Currently when the wings turn up it's like it's just thin paper holding them. Sort of this direction:
wing.jpg
wing.jpg (4.53 KiB) Viewed 2372 times
It also wouldn't severely rise the polycount. Apart from that it looks great...
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Beherith
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Re: CORE T-1 Aircraft

Post by Beherith »

Love it! Looks very core :)
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