VTOL Fighter Prop Design Curiosities

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VTOL Fighter Prop Design Curiosities

Postby Olrox » 04 Oct 2011, 01:34

inspired by Macuser's latest designs, I've come to design modular propulsion for fighter VTOLs (light body + fixed wing propulsion). I obviously know that there are only fixed-wing aircraft in warzone up to this date, but I like to think with an open mind, so that IF someday this changes, the designs are already fitted into the correct niche.

If that's too much, just look at it as light-body flying thing prop 8)

I'm posting this here just for those curious about how I design things. This one was consciously designed using the golden ratio along with other circumference relations I've estabilished after some extensive observation of proportionality. Basically, I've started with a circle and a line, then scaled and rotated copies of them at purposeful rates and at purposeful pivot points as to draw the similarity of the shape I had in mind, from the top angle as I always do beforehand. Such was the early result:
FighterVTOLPropsd1.jpg

Of course, that is coloured and styled to make the structures more evident, but I constantly drew the "final" shapes of the projection during the assembly of the structure.
So I came up with such shape:
FighterVTOLPropsd2.jpg

And then the rest was extrusions, projection combinations, smoothing and geometrical fluff. But, respecting the golden rule, the result was rather satisfying even though it didn't take THAT much time to make it (probably some 2 hours pausing to drink some coffee on the way):
FighterVTOLProps.jpg

Such is a raw, non-optimized, medium-polygoned version of my design. I guess that the main secret is to try to draw our ideas using proportionality rules on purpose, and then break it down into smaller detail using fast method not to loose the grip of the composition.

Hope some of you like it! :D

~Olrox
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Re: VTOL Fighter Prop Design Curiosities

Postby macuser » 04 Oct 2011, 01:38

Thank you VERY much Olrox. Nice job on it!

BTW what software are you using?
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Re: VTOL Fighter Prop Design Curiosities

Postby Olrox » 04 Oct 2011, 01:47

Thanks =D
I've used AutoCAD, actually I always use it to draw the raw model, then I export to a more sophisticated software like 3dsmax to smooth it out and optimize the mesh.
It has some excellent tools for solids editing, and I've developed some nice techniques on it since I've worked with it for over 5 years now.
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Re: VTOL Fighter Prop Design Curiosities

Postby Jorzi » 04 Oct 2011, 08:23

You're using NURBS surfaces? I've been hoping that blender would get a proper implementation for quite some time already (there is a project for integrating a nurbs library, but it has been on ice for some time while the new blender is getting stabilized) I've seen that they are excellent for making curved mechanical shapes.
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Re: VTOL Fighter Prop Design Curiosities

Postby Olrox » 04 Oct 2011, 15:52

Jorzi wrote:You're using NURBS surfaces? I've been hoping that blender would get a proper implementation for quite some time already (there is a project for integrating a nurbs library, but it has been on ice for some time while the new blender is getting stabilized) I've seen that they are excellent for making curved mechanical shapes.

Nah, I sure would like to learn how to use NURBS because I've always been fond of technical design, and positively freak out with precision if I don't watch out (every centimeter counts even in a buidling). Since we're going towards specific content for a RTS, I usually stop being so technical at early stages, but never let go the strictly technical guidelines. Even if the goal was some close-zooming content like for a FPS or RPG, even then I'd probably stick to come up with technically perfect 2d projections and then model the mesh eyeballing the projections.

But yeah, probably NURBS would help with such since I could come up with a 3d splines using a pair of 2d spline projections :hmm:
AutoCAD Could certainly use some tools to model meshes specifically with groups of projections. Would make for the best damn CAD software IMO. :geek:

~Olrox
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Re: VTOL Fighter Prop Design Curiosities

Postby bendib » 05 Oct 2011, 00:39

How about we just make them flying waffles?
Change for the sake of change is DAMAGE.
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Re: VTOL Fighter Prop Design Curiosities

Postby Olrox » 05 Oct 2011, 00:55

Could fit into the hello kitty mod, along with single team-color (pink) and laser sattelite replaced by huge flower water cannon :hmm:
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Re: VTOL Fighter Prop Design Curiosities

Postby bendib » 05 Oct 2011, 01:27

rofl +1
Change for the sake of change is DAMAGE.
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Re: VTOL Fighter Prop Design Curiosities

Postby Jorzi » 05 Oct 2011, 08:36

Every game needs a hello kitty mod :P
Edit: In tcmask.frag, just replace "teamcolour" with "vec4(1.0, 0.5, 0.5, 1.0)" in the blending equation.
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Re: VTOL Fighter Prop Design Curiosities

Postby Olrox » 05 Oct 2011, 10:40

:lol2: :oops: so cute :3 :stressed:
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Re: VTOL Fighter Prop Design Curiosities

Postby Goth Zagog-Thou » 05 Oct 2011, 21:47

Unicorns and Rainbows or else I hold my breath! *holds breath*
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Re: VTOL Fighter Prop Design Curiosities

Postby Olrox » 05 Oct 2011, 21:52

On the other side of the rainbow, there's a pot full of <WZ Briefing lady voice> Oil Resource </WZ Briefing lady voice>
8)
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Re: VTOL Fighter Prop Design Curiosities

Postby bendib » 16 Oct 2011, 04:36

No, I believe it's just 10 oil barrels.
Change for the sake of change is DAMAGE.
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Re: VTOL Fighter Prop Design Curiosities

Postby E-102 Gamma » 16 Oct 2011, 22:22

Looks more like a rock to me. :stare:

Isn't pessimism fun? :D
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Re: VTOL Fighter Prop Design Curiosities

Postby bendib » 17 Oct 2011, 05:14

Yes, I make it a hobby. :^P
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