The new and improved 3D model topic!

Author Topic: The new and improved 3D model topic!  (Read 3820103 times)

damn that looks great so far

o boi
its a smoothie modern car!!!
what weve been needing for awhile

Define modern


dude WHAT the HELL HOW ARE YOU SO GOOD


seriously dude these are fantastic


I'm gonna try and make a model of a star destroyer if it were to be designed to be as good of a warship as possible instead of a stuffty piece of stuff with like 3 peashooters and an exposed bridge and a top speed that gets beat by current tech fighter jets in atmosphere because I'm salty about ep 8. Just made a base model to start making changes to:


click for 4k

[REALLY MILD EP 8 SPOILERS BELOW]
ok I wrote my communist manifesto on how I'm gonna change it
How to fix star destroyer being an unviable piece of stuff:
1.   Increase engine bell size on the 3 main engines to improve vacuum efficiency
2.   Remove command tower entirely, put bridge in middle of ship (windows via camera)
3.   Put thrusters in all 6 cardinal directions for maneuvering (2 Cygnus Gemon-4’s per direction should do)
4.   Stretch down bottom hull a bit more to completely cover solar ionization reactor
5.   Mirror superstructure to be on the bottom as well (though smaller) to compensate for lost floor space due to command tower removal
6.   Fix the loving blast shield generators by putting them INSIDE LIKE EVERY OTHER SHIP and separate them from the scanners
7.   Add at least 128 point defense turrets so no area larger than 1m² (preferably 0m²) is not covered by at least one of these turrets
8.   Put small, individual blast shield generators on every single turret to prevent a single x-wing from shooting them all
9.   Mirror turbolaser setup to the bottom of the ship (so 8 on top, 8 on bottom)
10.   Put two turbolasers on top and bottom where the command tower used to be, but at the very back to eliminate rear blind spot
11.   Put a central MAC/RKKV cannon along the middle of the ship, with the nozzle at the front (note: blast shields on that too to keep rebels from flying into the nozzle)
12.   Ditch the turbolasers mentioned in point 9 and replace all of them with either railguns or (preferably) actual laser weapons (the lightspeed kind)
13.   Make the waste dump dump waste directly into either the main reactor to be incinerated. If this is not possible, make it jettison into one of the main engine bells
14.   FLAK cannons. These can be chemical as to not draw power from the main reactor during battle. 2 on top, 2 on bottom, 1 on the rear.
15.   Protocols to initiate hyperdrive automatically if the ship is compromised during battle as to avoid capture or crashing into another star destroyer/shield ring/death star yadda yadda yadda. Destination does not matter, neither does vector. Just straight escape to probable doom, but with no collateral damage during battle
16.   PUT BACK THE VICTORY CLASS CONCUSSION MISSILES
17.   Automatic turrets, not gunned by a person (but possibly supervised by one). For the laser cannons no calculations are needed, just point and shoot. FLAK and turbolaser cannons use simple maths to calculate the trajectory and most probable target location of a ship in flight (example: leading shots for a speeding x-wing)
18.   One dorsal, one ventral large caliber railgun/RKKV (though not as large as the central one mentioned in point 11) for destruction of small to medium shielded vessels (example: shooting the millennium falcon and killing it instantly)
19.   Collision avoidance software. Seriously, it’s space. Stop being only 200 meters apart. At least 2-3 kilometer spacing between ships. Distance between the nearest other allied destroyers is displayed on the bridge to the captain, sounding alarms if this gets below 2 kilometers
20.   Mandatory training to use the loving tractor beams on asteroids to push them away
21.   Artificial gravity generators on the OUTSIDE, pointing the gravity vector AWAY from the ship. Example: rebels drop bombs on ship. Bombs are repelled from the ship due to the artificial gravity pointing away from the ship
22.   Hull sensors spaced at most 2 meters apart in a grid pattern. This in order to detect other ships latching on
23.   Camera’s backed by neural network computers to recognize foreign objects getting very close to the ship’s hull. Example: Small droids, boarding parties in space suits
24.   Hard-programmed automatic interior turrets. Normally disengaged, but during combat interior turrets are engaged consisting of special three-barrel conventional combustion guns. The three barrels are arranged in an equilateral triangle shape, and fire simultaneously. This makes it impossible for Jedi to block shots from it using their lightsaber, only blocking at most 2 of the 3 bullets. Turrets are tamperproof by disengaging immediately if detecting an attempt at tampering. Maintenance mode for these turrets to avoid this can only be activated with a two-factor code (one aboard the ship, one received from command) and has a waiting period of 24 hours after entering to releasing the turrets for maintenance
25.   Interior turret camera’s double as infiltration detection. Neural networks running face, posture and gait recognition software constantly check if the person wearing a uniform is the one the uniform was handed to.
26.   A secondary bridge constantly manned near the back of the ship, in case the primary bridge is destroyed. If the secondary bridge were to be destroyed, due to its location, severe engine damage would also have occurred, making the bridge useless anyways
27.   Don’t put TIE fighters in the loving hangar. Put x-wings in them, as those seem to kill TIE fighters at a rate of 10:1 anyways. And according to Ep. 8 they are sold by the same people anyways so getting them shouldn’t be an issue. Hell, do some cool mods to them with all that Empire cash.
28.   While we’re at hangar ships, put a key in them. Just a really simple key. It won’t start if the key isn’t in there. And put an electronic engine breaker in them making engine ignition (and gun operation) impossible unless ATC permission is granted to stop rebels from stealing ships in the hangar. Put some biometrics on there as well (that check for pulse, so they can’t use dead guys or force a guy to do it as their heartbeat in such a situation would be very high, recognize that and say it doesn’t start unless your heartbeat is below 100. To avoid a stressfull combat situation making ship starts impossible, override these biometrics if both ATC permission and the key are in place)
« Last Edit: December 14, 2017, 02:34:08 PM by TheArmyGuy »


-snip-
Holy stuff that's amazing. Is this for Blockland to some capacity?

Holy stuff that's amazing. Is this for Blockland to some capacity?
No I gave up on making stuff for blockland after it was like 2 hours of modeling then 10 hours of loving around in torque