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[WIP] Raven's Claw 1st Person Cockpit...


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Posted

keep in mind that the ravensclaw md3 has to be scaled to fit kyles ingame size, which would be 0.64 x 950= 608 (Max Units)

Posted

Ravens in star wars? Lol .. i thought there is non ravens in this universe.. that is why the name of this ship always confused me

Jeff likes this
Posted

keep in mind that the ravensclaw md3 has to be scaled to fit kyles ingame size, which would be 0.64 x 950= 608 (Max Units)

Yeah, I see your point... 950÷0.64= 1,484.375. And...

 

(1,484.375÷101)*1.8 = 26.45m

 

So the in-game scale should have been correct (if they scaled at 64%).

 

So it needs scaling up to fit Kyle in 3dsMax. Of course on export then it will be reduced to 64% ( just like the player model is). :winkthumb:

Posted

16m/20m is grossly undersized and 26m seems more accurate. Do another comparison with the ship scaled up to 26m and see how it compares.

Also keep in mind that the ship model is only seen in a few specific cutscenes (it's only shown in one ingame cutscene in JK2).

Archangel35757 likes this
Posted

but....     why does the correct size of the ship matter, if this thread is about first person viewed Ravenclaw   ??

Posted

but.... why does the correct size of the ship matter, if this thread is about first person viewed Ravenclaw ??

Because you can look back over your shoulder out the cockpit side windows and see the engine nacelles-- so it has to be the correct scale. Plus I will also release a correctly scaled exterior 3D model... perhaps interactable with some parts: ladders, doors, cargo area, etc.

Posted

Ok... so here are the side and front images of the Raven's Claw scaled to exactly 26m (relative to the size of Kyle Katarn in 3ds Max):

 

baseScaleRef2_zpstumftxnu.png

 

 

baseScaleRef2_front_zpsbxsfju4e.png

 

Sorry the front and side images are not zoomed at the same level... just compare them relative to the Kyle reference model.

KDR_3XILE, GPChannel and Jeff like this
Posted

Could you do a side profile where Kyle is facing forward? The cockpit doesn't look like it can fit two people in the pilot position, which seems incorrect.

Posted

Kyle and Jan could almost sit side by side at that scale like the cinematics suggest, as well as having enough room behind them for passengers (think the YT-1300 cockpit).

Posted

Could you do a side profile where Kyle is facing forward? The cockpit doesn't look like it can fit two people in the pilot position, which seems incorrect.

 

Yeah, I'm thinking it may need a little widening... we'll see.  I'll put him in the BOTH_GUN_SIT and duplicate him.

Posted

@@eezstreet... yep it's too narrow-- so I will need to widen the fuselage a minor amount.

 

baseScaleRef3_front_zpsilqllun0.png

 

...and that is scrunching them close together than I would like... I would prefer they not be sitting that close-- as it leaves to narrow a space for a center console to run between them.  Although I could alleviate the man-spreading a bit and bring the knees in a bit closer... for a new cockpit sitting position.

Posted

@@eezstreet... yep it's too narrow-- so I will need to widen the fuselage a minor amount.

 

baseScaleRef3_front_zpsilqllun0.png

 

...and that is scrunching them close together than I would like... I would prefer they not be sitting that close-- as it leaves to narrow a space for a center console to run between them. Although I could alleviate the man-spreading a bit and bring the knees in a bit closer... for a new cockpit sitting position.

You used the swoop rider animation here anyway so...

Posted

Ok... so the flight-crew seat model (818 polygons total) is basically finished (just needs UV mapping and texturing):

 

flightcrew_seat_zpszbz25p6t.png

 

I need to further refine the cockpit seat pose but here's what Kyle looks like for now (...a bit too slouchy):

 

co-pilot_seat_zpshb9xsfsp.png

 

I'll model a seat harness after I finish the pose...

Posted

Those seats look like they're from an old American made car, like early 80's.

Hah... speaking of my red seats-- I told @@AshuraDX that they reminded me of a vintage 1970's muscle car bucket seat.  :P

 

Here's an update for the modification to install the holoprojector (how I think it should have been):

holoprojector_zpsyohgyfbq.png

Posted

Ok... so the thrust grip and control grip models are finished (...though they still need UV mapping and texturing):
cockpit_wip1_zpshmufrlml.png

 

cockpit_wip2_zpsflezaanw.png

 

I think the seats and co-pilot/pilot controls are too close together... I plan to spread them out just a little bit more.

Noodle and KDR_3XILE like this

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