Working on a dropship of sorts. Going for something like a scified version of the v-22 Osprey. I like how the front view looks but otherwise...well, let's just see.
looks pretty solid so far. make sure you get those smaller details like rivets and paneling a vents and such in there in the texture work. keep it up love the flow of geometry in the front cockpit area.
ohh also you should throw up some reference you are using along with maybe scifi concepts that relate and the v-22 Osprey. i want to see where your coming from
Hey thanks. My first thought was to make something like the Raven -gunship in Elysium, which i thought was might cool. My second thought was to create something like functional scifi, ie. a ship which actually might fly in real life. Turns out, it's a pain in the butt to accomplish.
Here's some reference i've used, but i've pretty much done the design on the fly (which btw is also a bad idea)
nice, its coming along, I do like the cockpit though I do not see it fitting the rest of the model. It looks a bit to narrow and pointy compared to the rest of the model. I think something like the the bottom left image, 2142 HELO I like that, or the small one above the helicopter blades. I like the idea of a wide front end, more blunt than pointy.
Hmm. I would probably start from scratch for a simplified solution. Less bones and less moving parts.
I'm not questioning what you currently have; I'm just curious as to whether you'd have the landing gear and jet engines be driven in-engine or you'd bake out animations for it.
Also, the jet engines connections look way too weak to lift the ship.
I'm not questioning what you currently have; I'm just curious as to whether you'd have the landing gear and jet engines be driven in-engine or you'd bake out animations for it.
Also, the jet engines connections look way too weak to lift the ship.
Really cool stuff by the way!
ah. I assume baking animations would come with severe limitations, so i'd probably try building the animation setup in-engine. Though the animation of these parts is not *that* complex, either way might work.
And yes, i'll try bulking up the connecting tubes.
Just some interesting stuff people have done with e:modo textures. Obviously a lot of it is just for offline rendering but maybe you'll be inspired to play around with them.
The texture reminds me of a hookers underwear. The design is pretty good, actually amazing in parts, but it doesn't fall together as one for me. You have a lot of moving parts on the wings, which make the plane appear fragile and lightweight, yet there is this huge brick of a main body, which is not fitting with the main cockpit for my taste. It just gets too wide under the wing.
You screenshot this thing in optimal 1/3rd position to the camera, so that is the best it can look. I'd rather see it from more less optimal angles, because while I like 80% of it, I positively dislike that bulky center part. It's ike saying: "Hey, we are going to make this really sleek, aerodynamic cockpit and then we put it on top of a brick." It's too much.
You are a top modeler and technically thorough, but I'd try more iteration on designs, instead of detailing the first one.
@ citizen - I didn't mean to diss you, I know you are a great modeler. Especially all these mechanics are fascinating to see rigged and working. This would be extemely interesting to see in a game or animation movie.
However, where the detail is great, the eye's sometimes lost on the bigger picture. And in my view you cannot combine sleek and bulky features to a great extend. It will always look odd in some way or the other. I'd render out a matte pass in ortho views and just play around with the shape. The middle part could also be open and lift different modules, like a Sikorsky chopper, kinda:
I think you could benefit from more discussion about blockouts of your models. Instead of putting up near finished models, put them in as blockouts, make your choice of one or two favs and then see who disagrees and why. This is the same process I am sure you will know from working with art directors and from working in a team. It's not meant to crush your vision, but to reassure it and make it the best it can be.
great looking modal, but the texture needs some work, maybe a few decals, scratches etc and I agree with ae. get rid of the tiger strips it really feels like it shouldn't be there.
But its coming along nicely
Replies
Here's some reference i've used, but i've pretty much done the design on the fly (which btw is also a bad idea)
also trying really hard not to copy this one:
http://images4.wikia.nocookie.net/__cb20120130162625/alienanthology/images/7/76/Cheyennedropship.jpg
Either way it looks good so far
I have been trying for months to try to rig like that in max but it always goes tits up.
either way it looks awesome.. keep it up!
-Piston A parented to main locator
-Piston B position constrained to A & C, so it stays in between.
-Piston C follows ground locator
The rotation of the whole thing is derived from main locator. The animation is driven by ground locator.
I'm sure this can be done in 3dsMax. Just look up info on constraints, wire parameters & IK chains
yeah
Hmm. I would probably start from scratch for a simplified solution. Less bones and less moving parts.
For some reason, I thought of Dune's Carryall
I'm not questioning what you currently have; I'm just curious as to whether you'd have the landing gear and jet engines be driven in-engine or you'd bake out animations for it.
Also, the jet engines connections look way too weak to lift the ship.
Really cool stuff by the way!
ah. I assume baking animations would come with severe limitations, so i'd probably try building the animation setup in-engine. Though the animation of these parts is not *that* complex, either way might work.
And yes, i'll try bulking up the connecting tubes.
time to start adding rivets -__-
Just some interesting stuff people have done with e:modo textures. Obviously a lot of it is just for offline rendering but maybe you'll be inspired to play around with them.
also some progress:
You screenshot this thing in optimal 1/3rd position to the camera, so that is the best it can look. I'd rather see it from more less optimal angles, because while I like 80% of it, I positively dislike that bulky center part. It's ike saying: "Hey, we are going to make this really sleek, aerodynamic cockpit and then we put it on top of a brick." It's too much.
You are a top modeler and technically thorough, but I'd try more iteration on designs, instead of detailing the first one.
It's a transport, its bulky. Also i needed space where to cram all the landing gear stuff Thanks for the feedback.
However, where the detail is great, the eye's sometimes lost on the bigger picture. And in my view you cannot combine sleek and bulky features to a great extend. It will always look odd in some way or the other. I'd render out a matte pass in ortho views and just play around with the shape. The middle part could also be open and lift different modules, like a Sikorsky chopper, kinda:
http://upload.wikimedia.org/wikipedia/commons/a/a4/Sikorsky_Skycrane_civil_c.jpg
I think you could benefit from more discussion about blockouts of your models. Instead of putting up near finished models, put them in as blockouts, make your choice of one or two favs and then see who disagrees and why. This is the same process I am sure you will know from working with art directors and from working in a team. It's not meant to crush your vision, but to reassure it and make it the best it can be.
But its coming along nicely
As for the modeling and animation
"Impressive... most impressive."