Forgive me for starting a new thread, but I thought this warranted one. Greeble factory output is at 100%!!
Hope you guys like it, it started by being fun, then exhausting, now I'm pushing through exhaustion back into the fun zone.
Sitting at around 43K polys in Modo right now. Not bad, really, for a guy who works mostly in textures. Man, I love this stuff.
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I think remaking the Carrier has become a tradition. The original carrier has a nice look but it's not very logical with the big run way.
I've been thinking about do a version that would make that center run way more like Galactica's side run ways launching from the side and landing down the center.
Yours looks great.
Hope to see a Drayman from you too.
Not quite the first space flight combat sim ... but one of the most dramatic and best.
Do NOT, under any circumstances, rate the series based on the truly wretched movie. Apart from SOME of the music (the opening fanfare, for example), NOTHING in that movie was good.
There is space for around 60-100 strike craft in the main launch bay and the hangar deck below (blue). For a size comparison, the bays are about 300 m long, about the size of a Nimitz class aircraft carrier, and a like number of planes. I'm keeping the upper topside "deck" forward of the conning tower reasonably clear of greebles so it can also act as an area for staging shuttles or marine dropships or whatever.
Portside, there are four launch bays which can be accessed from the main launch bay or by the hangar deck via elevator. This means you can launch fighters from the side bay while still recovering in the main bay. There will be other elevators around the hangar deck which provide normal access to the hangar bay as well.
There is also a large cargo door portside for underway replenishment or corvette docking. I've also added sliding blast doors to cover the windows during combat.
Still greebling, and added some procedural textures for visualizing final texturing. I'm now working on the engine area.
That's definitely not the final spacing for fighter parking.
@Knight, I plan on hinging the doors downward.
For fun I added the original sprite from the first game. We've come a long way, baby!
Books: [ Ashes of Alour-Tan | Embers of Alour-Tan ] | Blender Tutorials | Blog
The major departure of his design excludes the pylons for the outboard turrets and thickens the flight deck.
One nitpick: thrusters of that sort are probably some kind of ion or plasma-based propulsion, which is going to use EM confinement to direct the exhaust vector. Such a thruster isn't going to be "messy" but rather more collimated. The collimated thrust stream will do a better job, with less loss, of propelling a ship along any given travel vector. The size of the aperture and the bell-shape of the thruster cone allows for thrust-vectoring so that the main units can alter the ship's trajectory, probably aided by smaller RCS thrusters dotted along the hull. The actual exhaust aperture, along with the EM confinement field strength, is going to ultimately dictate the degree of collimation to the resulting exhaust stream.
tl;dr: The thruster exhaust cones should probably be narrower than they are.
Books: [ Ashes of Alour-Tan | Embers of Alour-Tan ] | Blender Tutorials | Blog
If you wonder how Blair eats and breathes, and other science facts, just repeat to yourself "it's just a forum, I should really just relax."
would love to see your hard sci-fi and aviation work, will have to search your other threads