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Re: Starfighter!
Posted: 2010-03-15 01:43pm
by [R_H]
Why all the fixed guns? Why not have the two located adjacent to the cockpit in a dorsal or ventral turret.
+1 to it having a swoopie/curvy look
Re: Starfighter!
Posted: 2010-03-16 09:00pm
by Teleros
I tihnk I'm in agreement with salm here on the "feathers". If you want them still... it might work better if they folded out for atmospheric flight, landing, or something like that I suppose.
Also, six guns? I'm standing by my previous comments on them.
Re: Starfighter!
Posted: 2010-03-17 01:10pm
by Fuzzy_Modem
Retexturing... just the fuselage thus far... wip.

Re: Starfighter!
Posted: 2010-03-18 03:20am
by Fuzzy_Modem
Re: Starfighter!
Posted: 2010-03-18 08:50am
by Teleros
Agreed, a definite improvement re the feathers / teeth.
Re: Starfighter!
Posted: 2010-03-18 05:36pm
by Havok
Yeah that looks much better.
Re: Starfighter!
Posted: 2010-03-23 02:35am
by Fuzzy_Modem
Re: Starfighter!
Posted: 2010-03-23 11:18pm
by Vympel
The landing gear make it look like its balance is ... precarious. You might need some more surface area, maybe double wheels.
Re: Starfighter!
Posted: 2010-03-24 04:20am
by PhilosopherOfSorts
Or maybe just skids instead. It is a VTOL aircraft, right?
Re: Starfighter!
Posted: 2010-03-24 11:24pm
by Scottish Ninja
I imagine that wheels are useful, since they make moving it around on the ground a lot easier, even if you don't have to take off on them. Skids aren't so great for tugs pulling fighters into and out of hangars.
Re: Starfighter!
Posted: 2010-03-26 12:39pm
by Gil Hamilton
Why does a starfighter need to retract those manuevering/propulsion quills when the afterburner is in use?
Re: Starfighter!
Posted: 2010-07-16 02:10pm
by Fuzzy_Modem
Re: Starfighter!
Posted: 2010-07-17 06:10pm
by Coyote
Very nice. Different. I like the non-standard styling. Reminds me of the P-90 SMG in a way.
Re: Starfighter!
Posted: 2010-07-20 01:45pm
by Fuzzy_Modem
I had this crazy idea to actually model the detail on the wings using sub-d surfaces, but right now it looks more like I've thrown globs of clay at the wing and they've stuck like a 3D Jackson Pollock painting. Screenshots to come...
I guess I'm looking for advice. I might try again with polys, but I wanted it to look nice and smooth close up...
Re: Starfighter!
Posted: 2010-07-20 02:02pm
by salm
Fuzzy_Modem wrote:I had this crazy idea to actually model the detail on the wings using sub-d surfaces, but right now it looks more like I've thrown globs of clay at the wing and they've stuck like a 3D Jackson Pollock painting. Screenshots to come...
I guess I'm looking for advice. I might try again with polys, but I wanted it to look nice and smooth close up...
Meh, you´ve allready got the thing unwrapped and textured. It should be easy to create a displacement map if you absolutely need to. Personally i think a bump or normal map should do the job unless you want to do extreme closeups.
Re: Starfighter!
Posted: 2010-07-21 02:17pm
by Fuzzy_Modem
I have never been able to get Displacement maps to work on poly models in Maya. They just quadruple the render time while destroying the mesh in post. Any suggestions?
_____________________
I gave up on the sub-d details, which looked something like this:
-and I'm refining the wing and fuselage texture:
A lot of my other objects have boring or ugly textures, and I'll eventually replace them...
Also, this fighter is a prototype designed by a
female pilot in my comic book. Does it say "feminine aesthetic" to you?
Re: Starfighter!
Posted: 2010-07-21 08:01pm
by Fuzzy_Modem
A bit more exposition:
It's never been flown before. It was designed by a female character, but manufactured by her brother as a surprise gift, and is therefore in shiny, showroom condition at the time the scene takes place. I will dirty it up for future sequences, and eventually I'll need to crash it.
It's intended to be a speedy jack of all trades, master of none.
On the battlefield it will be outnumbered 10-1 by fighters of an inferior technological level (somewhere between WW2 and Vietnam)
It's very distant future tech, and it's aerodynamics will be determined by (an invisible) kinetic shield. I titled this thread "StarFighter" to avoid the issue of aerodynamics, but in actuality this will be an atmospheric fighter.
[edit]
As a super-quick for instance, how does this look:

Re: Starfighter!
Posted: 2010-07-21 10:01pm
by Fuzzy_Modem
Okay, howabout this:

Re: Starfighter!
Posted: 2010-07-21 11:41pm
by Fuzzy_Modem
Looking at tricked out motorcycles for inspiration...

What do you suppose the third wheel is for? Stability maybe?
Duh. >forehead smack< Chrome! My model needs chrome!
Re: Starfighter!
Posted: 2010-07-22 01:59am
by Fuzzy_Modem
Re: Starfighter!
Posted: 2010-07-22 11:59am
by Fuzzy_Modem
Less blue, more yellow:
Adding more cockpit detail now...
Re: Starfighter!
Posted: 2010-07-22 12:24pm
by salm
Fuzzy_Modem wrote:I have never been able to get Displacement maps to work on poly models in Maya. They just quadruple the render time while destroying the mesh in post. Any suggestions?
I have no experience with Maya but depending on the rendere you´re using you might need a very high resolution mesh to make displacement maps work properly. Some renderers subdivide the mesh on the fly when rendering a displaced object but some don´t.
Re: Starfighter!
Posted: 2010-07-22 03:56pm
by Fuzzy_Modem
All my textures are all 4096x4096, but when I apply as a Dmap, even at almost invisible contrast differential, my mesh invariably turns into a ball of spikes.
On a separate note:
...I really like Sub-D modeling in Maya. It's like working with clay. I really like poly modeling in Maya, it's like working with wood. I hate NURBS modeling in Maya. It's like trying to paper mache a swarm of bees each anchored to lead weights with fishing line.
Re: Starfighter!
Posted: 2010-07-22 11:14pm
by Fuzzy_Modem
Cockpit progress:

Re: Starfighter!
Posted: 2010-07-23 07:09am
by salm
Fuzzy_Modem wrote:All my textures are all 4096x4096, but when I apply as a Dmap, even at almost invisible contrast differential, my mesh invariably turns into a ball of spikes.
The mesh needs to be very high res, the textures not necessarily. So you´d have to up the iterations of the Maya equivalent of MeshSmooth (the thingy that subdivides the mesh and makes it rounder).