
(the weapon is the thing thats where the cockpit would normally be)
knowing that, why won't it fly?
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Looks fine other than the fan on the back being irregular. What is the structure on the front of the top?MidKnight wrote:The two things in the middle-front are engines, not gun turrets!![]()
(the weapon is the thing thats where the cockpit would normally be)
knowing that, why won't it fly?
????smoth wrote:welcome spring. . . . .
I blame blender's sub par subdivide functionmaackey wrote:Well, overall I'd say your getting better. The model does look a bit messy though, you could probably streamline the shape and clean up some messy faces.
I did use saktoth's banshee fr inspiration, but remember, there are few plausible designs for a core gunship in the CA style (pre-emptive strike! AFAIK the CA Core style is angular and kind of low-tech-looking; Saktoth (and many other CA devsIt reminds me heavily of Saktoth's Banshee, which is not bad, but some more variation wouldn't be too much to ask. (I know Saktoth has some really good work, but it might be good to try and find other sources for your inspiration)
give me an angle, and I'll post a pic with that angleI really wish your camera angles were more revealing, or at least make more (smaller) pictures from different angles so we can see the whole unit. (unless you just want feedback on the one or two sides)
I'll do that after I replace the curent fan with one made from a 9 sided cylinderFor the tail fan: make a separate piece (it is, after all supposed to move is it not) for the blades, completely independent of its housing.
It's the rocket turret (the things on the jets are sensors or vents, depending on whether or not Saktth lets me put round sensors on a core unit). the turret rotates and fires arcing projectiles.Also, could you please explain what the thing on its head (front) is supposed to be? I am thoroughly perplexed at its function.
the only Valve game I've ever played more than 20 minutes of is PortalPressure Line wrote:looking at it more, actually looks a lot like the valve gunship, which isnt *bad* per se. but its kinda like copying a famous painting or photo with a set of crayons. in the end you come up with a piece of work that is interesting, and quite different from the original, but leaves the viewer feeling uninspired. [imo]
id have gone with something a bit more like the planes on the LHS of that drawing, something a little more believable. that combine gunship fits with the rest of the combine stuff, which ranges from "demi-futuristic" to the "downright weird future biotech" and thus works within the HL universe.
KROW. Super secret micro text: I have a krow replacement coming up sometime in the next 10 years with an even bigger giant fan! ^_^more to the point, you haven't really addressed the reason why theres a dirty great fan stuck on the ass of that thing. especially when theres a pair of some sort of jet/rocket/fusion/whatever engines stuck on the end of those wings. why not just have another, smaller, engine of the same type on the back?
why wouldn't it fly? please, tell me!while the model is neat (and 10/10 points for effort) it needs refining, and like some of your other models it shows a lack of understanding of aerodynamics and how shit works in general. As Sak should be telling you (if he hasnt already) a player is only going to suspend his/her disbelief so far, and while the 'Rule of Cool' does apply there are limits.
One of these days I should post my drawn concepts >_>tl:dr for the last part: you have awesome ideas,you just need to organise them so the output is a single coherent piece of work that makes sense
Don't blame blender. If your model looks bad its your fault, not the program's. You are the one making the model, so you must learn to use blender correctly. One of the reasons I use Wings3D INSTEAD of blender is it's much simpler and easier to learn and use properly. Blender can be really good, but you need to know how to use it.I blame blender's sub par subdivide function
also, could you please point out places where polies are especially messy?
Wings are fine for gunships, but they need to be gunship wings, not plane wings (ie. short and stubby, not long or swept) There are many other different shapes besides round and curvy and square and boxy, btw. You just made up some arbitrary restrictions on what you think Core CA gunship. For lack of a better phrase, "Think outside the box".I did use saktoth's banshee fr inspiration, but remember, there are few plausible designs for a core gunship in the CA style (pre-emptive strike! AFAIK the CA Core style is angular and kind of low-tech-looking; Saktoth (and many other CA devs) would crush rounded and curvy core gunship designs, along with those with wings. )
Orthographic X, Y, and Z, and a perspective view at some angle (frontish, and maybe another one from behind/below)give me an angle, and I'll post a pic with that angle
alternatively you could open the source file and pan arond.
Rocket turret on top is a bad idea imo... just... Why?!? Its a gunship. It shoots ground units. Why place the launcher on the other side of the unit?!It's the rocket turret (the things on the jets are sensors or vents, depending on whether or not Saktth lets me put round sensors on a core unit). the turret rotates and fires arcing projectiles.
Nooooooooooooo!I was originally planning to just give it 2 wing fans, but I decided not to mid-concept sketch because A: it looks way too steampunk and old, B: it's too roundish for core aesthetic, C: it'd have the same basic design as Saktoth's gunship and end up looking like its disfigured twin, and D: its just plain UGLY![]()
TheRegisteredOne wrote:the geometry on the gunship model is messed up.
noted. will be fixed once model design is finalizedSome stuff is just unnecessarily jagged, and other stuff you use so many polygons for flat surfaces.
see cylinderbotFor lack of a better phrase, "Think outside the box".
If I were to put it on the underside, why should I bother modeling it?Rocket turret on top is a bad idea imo... just... Why?!? Its a gunship. It shoots ground units. Why place the launcher on the other side of the unit?!
good point, although I wasnt focusing on them until people mistook them for turrets. They're just a greebleTry not to focus on trivial greebles like round sensors, and get a good overview of the entire unit as a whole instead.
I agree with you, but...Nooooooooooooo!
A: Steampunk is AWESOME.
B: wtf is with the lotus then?!? its round as hell and it's a core unit.
smoth wrote:that looks like it would work with the ca arm style if given a better texture.
Licho wrote:Shape is definitely arm style :)
ThatSaktoth wrote:Absolutely an arm unit.
I'm thinking of removing the fan. (see concept pics)Pressure Line wrote:its more a case of you having loads of awesome ideas, but then trying to put them all on a single model. for ex your giant fan hanging off the ass of that thing; theres nothing wrong with it in isolation, or on a unit that is designed around such a thing, but it looks out of place when its sitting between a pair of high-tech jet/rocket/whatever engines.
again, very informative, and I will probably end up referring to this post a lot while I work on my possible arm fighter plane(s)remember what i said about looking at modern (RL) vtol aircraft, and at units in other games (C&C Orca comes to mind) in your brawler thread? i'd still encourage you to do that. planes with short thick straight wings are generally low-speed ground attack planes (A-10 plz?) and planes with thin swept/delta wings are fast air superiority (and supersonic bombers) planes. you (or the player) may not 'know' this in the technical sense, but you understand it instinctively, which is why an F-22 *looks* fast and an A-10 doesnt.obviously for aircraft that doent rely on wings for lift the rules are a bit different. but the same general ideas still apply, the unit has to look balanced.
use jpegwhich are taking multiple forevers to upload
NEVAH! BMP FTW!Hoi wrote:use jpegwhich are taking multiple forevers to upload