Longnose Bulkship from Kaluri

Spacecrafts, buildings and other 3D asset creation
FluffyFreak
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Joined: Tue Jul 02, 2013 1:49 pm
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Re: Longnose Bulkship from Kaluri

Post by FluffyFreak »

Bump! Because I still want this ship ingame :)
nozmajner
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Re: Longnose Bulkship from Kaluri

Post by nozmajner »

A tiny bot of progress, mostly details here and there, and I brought back the first bridge window setup.
I've uploaded it to Sketchfab too, no mod file yet. (Damn, shadows would be nice to have).
Image
FluffyFreak
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Joined: Tue Jul 02, 2013 1:49 pm
Location: Beeston, Nottinghamshire, GB
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Re: Longnose Bulkship from Kaluri

Post by FluffyFreak »

Yay for the grandiose bridge windows :D

It looks amazing on SketchFab too.

I was going to comment before but unfortunately I spent the entire day attempting to get shadow mapping working... and failing, still :/

Anyway, it looks great... ship it!
clausimu
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Joined: Tue Jan 06, 2015 8:31 pm

Re: Longnose Bulkship from Kaluri

Post by clausimu »

I can't wait for my first fly-by of this ship. Must be impressive!
impaktor
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Re: Longnose Bulkship from Kaluri

Post by impaktor »

With risk of getting megalomania, will the BAW (Big Ass Window) be semi-transparent? If so, is it possible to have random placement of character at window. By "random" I mean, only some of the ships have one, so as you go by you go "wow, this ship has a dude/dudess looking out the window, never seen that before!".

A way to "reward" detailed expoloration.
nozmajner
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Joined: Mon Jul 01, 2013 3:25 pm
Location: Budapest HU

Re: Longnose Bulkship from Kaluri

Post by nozmajner »

Might be possible, if I make several insides, and make several .model files. Not sure if that would be a problem memory-wise (if every other material is reused)
But the windows won't be much more transparent than the Bowfin cockpit most likely, so nothing more than silhouettes.
clausimu
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Re: Longnose Bulkship from Kaluri

Post by clausimu »

impaktor and I were just brainstorming on IRC and the Longnose came up as a possible hub for deep space bartering (black market, etc.). Will there be several docking collars on the ship, considering its size, or just one big one?

Ref: https://github.com/pioneerspacesim/pioneer/issues/3070
impaktor
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Re: Longnose Bulkship from Kaluri

Post by impaktor »

How about making one of those junctions, like 10 docking collars to one if need be?

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     `+  +-----+  +-----+  +----+  +----- ....
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Also, space is 3D so could fit it into some kind of wheel-like structure. But might be considered too hackish.
nozmajner
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Location: Budapest HU

Re: Longnose Bulkship from Kaluri

Post by nozmajner »

I could imagine gantry docking ports. And the trailer could house several docks, even additional spin sections. (Depends on, how makeshift the 'station' is.)
And some update:
I'm playing with the decals workflow a bit more, and added some details. The windows and paneling lines, and the structure on the spin section are all decal based.
(Warning, huge images)
Image
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VivienneA
Posts: 42
Joined: Thu Dec 28, 2017 8:48 pm

Re: Longnose Bulkship from Kaluri

Post by VivienneA »

I'm really liking the detail. I really like the last pic.

nozmajner wrote: Sat Feb 03, 2018 8:23 pm I could imagine dantry docking ports. And the trailer could house several docks, even additional spin sections. (Depends on, how makeshift the 'station' is.)
And some update:
I'm playing with the decals workflow a bit more, and added some details. The windows and paneling lines, and the structure on the spin section are all decal based.
(Warning, huge images)
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