YF-19 Saber

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YF-19 Saber // Work in Progress

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Post by Michael Billard // Jun 26, 2007, 8:05pm

Michael Billard
Total Posts: 125
I haven't been able to work on this for awhile, but getting my TS 7.51/Vray upgrade, and getting Ultimate Unwrap 3D for my B-Day last week inspired me to try the two out. Ultimate Unwrap is much easier than the Deep UV program I've used in the past (at least the student version). It will take me awhile to learn TS 7.51's new interface, and I'm looking forward to trying out VRay when I have the game model finished. Anyway, here's the latest on the prototype fighter.


http://www.spellflight.com/images/YF-19Wip4.jpg


The YF-19 Saber is a fictional orbital fighter based upon the real-world X-20 DynaSoar. It is launched into orbit on the equally fictional Titan 4x4 rocket. Rumors persist of the fighter's existence but the Air Force denies it. It is top secret, so don't tell anybody. ;) The fighter is armed with a built-in 20mm Vulcan cannon with 500 rounds of ammo. Its payload bay houses an armored fuel tank and launch racks for 6 SIM-1A Slayer missiles based upon the AIM-120D Slammer (SIM is the DoD designation for a space-lauched interceptor missile). Instead of its armaments, the payload bay can be pressurized to seat up to 4 astronauts. Of course it can launch small satellites and carry other equipment as well.


The YF-19 is equipped with an International Low-Impact Docking System (ILIDS, pronounced eyelids). It's based upon the real-world LIDS built by NASA. An international treaty in 1985 required all manned spacecraft to have at least one ILIDS compatible port. The YF-19's port retracts into the body when not in use.

Post by skipper // Jun 27, 2007, 1:00am

skipper
Total Posts: 113
pic
Ultimate Unwrap is much easier...

And that makes UV-mapping a lot more fun. ;)

Nice work on the orbital fighter, I guess calling the rockets, SLIMs wouldn't sound as threatening. :D

I like the sharpness of the winglets and how you borrowed some of the geometry of the space shuttle, makes the design look very believable.

Post by Michael Billard // Jul 1, 2007, 4:38pm

Michael Billard
Total Posts: 125
Added panel lines and starting to figure out how to make the windows look like they're tinted with gold. I also changed the basecoat to gunship gray.


http://www.spellflight.com/images/YF-19Wip5.jpg

Post by Michael Billard // Jul 21, 2007, 4:48pm

Michael Billard
Total Posts: 125
Here's the latest WIP. I've finished up the panel lines for the body and am working on the decals now. You can see the chaff/flare dispenser on the aft body just above the YF-19A's ID number (AF-86-00016, which happens to my age in 1986). Edit: Looks like my ID numbers actually go on the tail of the fighter, not the body. I found this picture (http://www.cybermodeler.net/aircraft/f-22/images/060303-f-2295b-121.jpg) as a reference. Plus, you only use the last 3 digits. OK, no problem, I'll fix that.


I haven't done the docking and payload doors yet, and I'm hunting for tutorials on weathering the texture. I want to add heat streaks along the nose for re-entry, like you see on the Space Shuttle.


I've no clue how to make good looking window textures so help is appreciated. There's nothing behind the windows, they're just indentations in the model.


http://www.spellflight.com/images/YF-19Wip6.jpg

Post by Michael Billard // Jul 22, 2007, 4:34pm

Michael Billard
Total Posts: 125
I played around with bump maps today and worked on the body more. The fuselage is basically done at this point though I stil have to do the payload doors and the weathering. I'm starting to do the interior too. I discovered pattern fills in Photoshop today and made thermal blankets for the payload bay.


http://www.spellflight.com/images/YF-19Wip7.jpg

Post by Jack Edwards // Jul 23, 2007, 3:06am

Jack Edwards
Total Posts: 4062
pic
The UV mapping looks like it came out much nicer this time.


Your texture is a bit bland though. Depending on how "new" you want the model to look, i think burn marks and impacts would make it more believable. Also metals and even painted surfaces don't have quite so uniform a color.


For the windows, I would just paint them black. Unless you need to see inside the cockpit for a particular animation, there's really no need to make them transparent.


-Jack.

Post by Jack Edwards // Jul 23, 2007, 3:14am

Jack Edwards
Total Posts: 4062
pic
Also check your normals and your edge flow for the windshield. It looks like you've got some edges going the wrong direction. If you're not sure what I'm getting at post a wireframe and I'll show you want I mean.


Edit: Grabbed you're above image and painted on it to illustrate. I haven't drawn in all the edges but just enough to give you an idea of a better topology that would display better.

7617


-Jack.

Post by Michael Billard // Jul 23, 2007, 12:14pm

Michael Billard
Total Posts: 125
Thanks, I'll see about the windshield and look for some tutorials on making airplane textures that don't look so uniform. I found some tutorials on how to make burn marks and streaking earlier today.

Post by rjeff // Jul 27, 2007, 8:17pm

rjeff
Total Posts: 1260
pic
so is the unwrap pretty easy to use? is it worth the 50 bucks? Oh and does it plug in to ts or is it stand alone?

Post by Michael Billard // Jul 28, 2007, 10:19am

Michael Billard
Total Posts: 125
Ultimate Unwrap 3D is pretty nice to use. It is a stand-alone program that supports a variety of formats including native support for trueSpace objects. It's like Deep UV only more intuitive, IMO.


Here's the latest render. I've taken the base coat and applied the clouds filter and fibers filter. You can see that it's no longer monotone in color; compare the body to the payload doors. I haven't worked on the wings and tail yet, I'm still finishing up the body. Maybe the base coat needs to be more varied?


http://www.spellflight.com/images/YF-19Wip7b.jpg
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