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 Post subject: Re: Terran Ships
PostPosted: Sat Dec 13, 2008 12:01 pm 
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Graphics Lead Emeritus
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Location: 52°16'N 10°31'E
Kron wrote:
Where do you see "Gun in Space" in my ship line? I'm not exactly sure if I've got correctly what you mean, but as it's been demanded, I've no visible guns whatsoever on my designs.

He's referring to the general shape and proportions of space ships being very similar to guns.

I wonder what happens if one takes the current very functional(obviously) approach of human space ship/station design and projects it into the future.


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 Post subject: Re: Terran Ships
PostPosted: Sat Dec 13, 2008 1:08 pm 
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I'd say more or less the same concerning basic structure.
In fact, I don't believe that humanity will necessarily stick to the "Airplane" design of Space Shuttles, as soon as wings are not needed anymore for flight in atmospheres due to spacecraft being assembled and operating only in space.
IMO the current space stations' modular setup looks too fragile to safely move through space at a reasonable speed.
A third, very popular desigh, which I would think, will win the race in the long run are ships.
And if you take away the elements a ship needs for buoyancy and put most of the top parts under deck (for example into a half-circle-like structure below the main bridge)...well:

Image


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 Post subject: Re: Terran Ships
PostPosted: Mon Dec 15, 2008 5:23 pm 
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Location: 52°16'N 10°31'E
From a previous post of mine:
Quote:
Technically what we need is:
    low poly meshes for the ships(There aren't any poly limits yet, just keep is reasonable.)
    color, specular, self-illumination and normal bump maps for each of the meshes.

It's most probably necessary to build high poly models to create the normal bump maps. We should aim for something like this in terms of quality.


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