Scifi Sketchup Modeling
-
did some more work on it today while bored in lectures>>> There are a lot of small details that just dont show in podium renders is there a way to refine it somehow maybe change the light settings so you can see everything? Or do I have to just scale up the render size?
-
Nnice work Liam! Maybe after you do the render you can do a line overlay in Photoshop so the details will go out more
-
Smoking!!! great stuff well done
-
yeah I did what you said 32' and the line overlay does work better, decided to so a more cartoony look and put extra lines in.
-
Missing a few little details, changed the configuration a bit but thinks it looks better this way round.
-
Great work. Keep it up.
-
-
Great detail modeling thanks for sharing
-
Very nice collection Liam.
You're a busy fellow!
One odd thing though, that walkers profile is quite suggestive.
By the way, your elevator made me think of a game I played 7 years ago or so, called I-War, Independence War.
Far and away the most physics-realistic game...probably to this day. Anyway, it has a cool elevator in the game. -
Been busy with uni but just got past the first deadline so nothing to d for a while. Been working on a more realistic model maybe set a hundred years from now.
All the physics is about right so far taking into account the spin of each floor in each module to create so some gravity that is comfortable for humans, the right types of fuel and how much is needed verses the ships weight, how many radiators etc, I dont have a clue myself but some people cleverer than myself have done a lot to tell me what goes where lol.
Anyway here it is with a bit of PP in photoshop to get the details out. Its about 100ft high and 650 ft long at the moment, but its far form done and this wil only be a small part of the finished model.
-
hahahaha didnt even clock on to that I didnt put a little articulated arm there for that same reason lol. Ahh well once the bulldog rails and lights are on it might look less like a penis!
EDIT: ahh yeah I checked out the video of the elevator it looked good especially when it goes through the clouds. You tube tho at the moment is a nightmare. I know my internet is fast but you tube takes years to buffer even the smallest videos, i can stream HD form the BBC download a game form steam in minutes but youtube is sooooooo slow. I know its not just me ive been reading all over the internet about people with similar problems.
-
update
-
Well done! Liam887....this is the sci fi modeling that really pushes some of my buttons "realistic space vehicles and satellites" when the Railway itch is scratched this is what i would like to do thanks for the inspirational nudge
-
These look very good Liam.
-
Wow, that is just AWESOME Liam.
-
@sepo said:
These look very good Liam.
thanks everyone!
Hey by the way sepo is there a way to do bump maps in podium? Ive got a really good texture for the solar panel cells and ive made a bump map but have no idea how to make it work! -
Yes of course. have a look here. http://www.suplugins.com/index.php?p=page&page_id=materials
-
Liam, these are excellent models.
I like the solar explorers especially. I am working on similar stuff for a game idea.
Check out this site for some in depth technical info for developing realistic spaceships.
I think the maximum speed for generating 1G artifical gravity by centrifuge is 2 revolutions per minute (any faster and your crew would start puking due to awareness of spin: the coriolis effect). This rotation speed for 1G requires a minimum diameter of nearly 500 metres - half a klik! A slower spin would need a larger diameter to maintain 1G - if you see what I mean.
You could have spins at equivalent martian or lunar gravities though.
I'm a fan, keep it up.
-
@simon b said:
Liam, these are excellent models.
I like the solar explorers especially. I am working on similar stuff for a game idea.
Check out this site for some in depth technical info for developing realistic spaceships.
I think the maximum speed for generating 1G artifical gravity by centrifuge is 2 revolutions per minute (any faster and your crew would start puking due to awareness of spin: the coriolis effect). This rotation speed for 1G requires a minimum diameter of nearly 500 metres - half a klik! A slower spin would need a larger diameter to maintain 1G - if you see what I mean.
You could have spins at equivalent martian or lunar gravities though.
I'm a fan, keep it up.
If you want to have ground-gripping joe-smoe man-on-the-street untrained people in absolutely no danger of spin nausea (i.e. 1 RPM), you'll have a microscopic 0.02g
If you don't mind if the ground-grippers might initially have some nausea but get over it, you can go up to 3 RPM and have 0.2 g (about Lunar gravity)
But if you have trained astronauts who have undergone spin acclimation, you can crank it up to a full 6.5 RPM and have 1.0 g.
(5 RPM will give you 0.5 g)
These calculation are correct but it all depends on your diameter form the center rotators. As I am only 70ft from the center in the modules I have made so far these calculations are relevant to me!
Basically you can work out the spin ratio for any size module using this equation, Its straight from NASA and has been researched:Ca = 0.011 * Cr2 * Cl
Cl = Ca / (0.011 * Cr2)
Cr = sqrt( Ca / (0.011 * Cl))
where
Ca = centrifugal artificial gravity acceleration at point X (m/s2)
Cl = distance from point X to the center of rotation (m)
Cr = rotation rate at point X (rotations per minute)
Remember that 1.0 g is 9.81 m/s
Notice that as point X is moved further from the center of rotation the artificial gravity increases.To have a comfortable 1G you would need a rotating section of at least 300ft. that is it would be acceptable to any normal person without prior training.
-
Thanks for that site Simon.
I think I have most of that information, but it's across a dozen sites.
It's kinda cool to find it all collected in one place.
Advertisement