My current project for a demo reel piece; the N-480 Siegerotor aerial artillery platform. (Yes, it's gigantic.)
It's not designed to be physically possible - it very much takes some of the liberties that games like Dawn of War did, in the sense that it might not be very feasible, but it looks badass. I did shift the gun forward a bit compared to the concept, but I'm not sure if I like it or not. Some others mentioned how the artillery gun would shoot the autocannon in front - being a helicopter, it would be far above its ground-based targets, so the gun would be tilted downward when firing. (In this case, the artillery would be used in a direct-fire method.)
I'm going to try to cram a 1024 texture on this if I can get it to look good, but I may go higher if it just looks like a pile of crap. The cockpit is on a separate non-square map. Being on a separate non-square map, while serving as a work around to avoid crushing the rest of my UVs to retarded texel sizes (assuming I try to cram it into a 1024), also will also let me open up to full square if I decide to model the cockpit interior without having to re-UV the whole thing. It was more a decision of convenience.
I'm open to any comments/crits, but the design itself is reaching a concrete state, so I might be reluctant to try significant design changes.
Hope you like; stay tuned for updates!
Replies
Is this a game model or just a standalone hi-poly model? if its the former, theres some optimization you could do but i'll reserve comment as I get the feeling it might just be a hi-poly model.
in fact, all military helicopters are huuge, stretching 17m or so in length!
an example of this:
ImSlightlyBored: I am intending this to be a game-ready model; so throw those optimizations at me. Final UVs are essentially done, though, so I can only hope it doesn't involve a bunch of edge moving. I'd definitely appreciate it, though, even if to keep in mind for future models. Many of the edges down the center were for mirroring only and have been mostly removed.
East: Much appreciated; I suppose I meant more that its core fuselage has a lot of bulk to it - it's not quite as lean and agile looking as some choppers.
Tulkamir: I think this one's set up with contra-rotating main rotors
Edit: Didnt see that you had actually stated inspiration. doh!
LoTekK: I'm glad all of that shows through - I put a lot of effort into the silhouette, so it's great to hear that it's distinctive. The Mi-28 was already badass, so to be more badass; well, that must be quite badass! (:
Nelis: Hah, yes; but it's great to hear that you associated it with the Ka-50 before noticing my inspiration blurb. It was generally a combo of the Ka-50 and the Mi-28, with turbine caps like the MH-53 (full circles instead of halves, though) and a plating design inspired by the Type-99 Chinese tank.
Only crit from me is that the large cannon assembly in the tail section looks like it would throw the center of mass too far back for this to be a stable firing platform. Perhaps pulling the nose out further as a visual counterweight would help center it back on the rotor shaft.
Also, there is a bit of comedic relief, as this isn't actually a stable firing platform at all; I set up a "test firing" render with a previous version of the model, and the moment it fires, the chopper nearly pulls a 65 degree forward tilt and twists opposite the muzzle quite fiercely before making a desperate attempt to stabilize itself. (:
I appreciate the input; hopefully I can tighten it up with the textures.
Rundown:
Front autocannon actuates by rotation of a 2-axis control (represented by a pistol icon). Manipulation of the control rotates and pitches the gun, and rotates the lower camera array in sync (the camera array does not pitch). Upon pitching, actuated plates compress and expand like a fan above the gun. A "firing" toggle is planned.
The upper camera array is a more basic version of this setup - it is controlled by a 1-axis ring independently.
Rotor controls are fairly straight-forward; rotation of the rotor icon spins the bottom rotors in sync, and the top rotors at the same speed, but in the reverse direction. The control also has an animatable "bladebend" attribute that is used to lift the blades when they spin to sufficient speeds (this is done independently of the actual blade speed). The bend deformers are maintained correctly even when the rotors are in motion.
The most complex control is the steering control, represented by a joystick over the rotor control. It is a 2-axis controller, manipulated by rotation like the other controls. The hub that the two rotor sets are connected to tilts along with the tilt of the joystick very slightly; however, two more functions are linked to this controller. Pitching back and fourth opens and tightens the turbine caps, giving more and less airflow to increase or decrease speed. Tilting side to side actuates the outer fins for thrust vectoring of the turbine exhaust in the direction the joystick is tilted.
Possible other functions for the steering controls are an increased orange glow in the turbine thrust and increasing opacity of a refractive heat wave plane near the exhaust when tilted forward, but this is still being decided.
All controls have limits of freedom, to prevent stupid geometry crashing from happening.
Two more controls have yet to be created; the artillery cannon and back landing wheel controls. The front landing gear will NOT contract; I quite like the old school hanging wheels style reminiscent of old planes; and as an added bonus, the frontal silhouette resembles a star with the landing gear remaining down - being a fictional Russian helicopter, this works quite well.
So that's basically what's been up for the past hours.
The rig controls look cool, too, and props for including blade bend in the equation.