Project XR3 Phoenix (WIP)

We brake for reentry?
 
Just don't break while reentering.
 
Slowly working on normal maping along with the texture:

panels-wip2.jpg

WOW... I stayed away for a few months, and behold, you folks have been busy!!! She is a beauty. So what's the date for the first public test flight? Have you selected the crew yet? :) I know we don't have to do things like NASA does, but maybe we should, just for the fun of it. An official launch before it is made available maybe.

I know, it sounds stupid, but it happens when I am excited. CAN'T WAIT!
 
When does the coding for the systems and vessel characteristics start? Is this a sequential project where the ship is done first and then the coding comes next? Or is it a parallel development?
 
Yo dawg, I heard you like brakes...

So we put airbrakes on your airbrake so you can brake while you brake while you aerobrake!

EDIT: Oh screw you funyjunk and your hotlinking block. At least your blocking image isn't goatse.
 
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When does the coding for the systems and vessel characteristics start? Is this a sequential project where the ship is done first and then the coding comes next? Or is it a parallel development?

AFAIK lot of code will be reused from XR-2 but there is no point of starting coding before mesh is 100% done. To allow proper animations (meshgroup changes that can break animations) I need it completed first (at least static part without a crew) . It's a pity I can't devote more time for it but progres is steady.

Although not much to see yet but I've updated main UVW map to utilize more pixels of the texture (resulted in ~10% more texel usage) and I'll be putting some more more elements on it to reduce number of textures comparable to XR2

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windows.jpg
 
Some details:

yay-d3d9.jpg


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I'll probably redo it but I needed some placeholders for creating maps

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Gear and hover flaps UVW mapped and textures, panels are done on main top and bottom texture. The only thing outside is elevons/airelons

texture.jpg
 
Do you plan to add reflexion maps on the windows ? Now that D3D9 Client manages them, it could look very cool ;)
 
It just look like modern version of the Space Shuttle....sleeker, meaner and beautiful:thumbup:.
 
Do you plan to add reflexion maps on the windows ? Now that D3D9 Client manages them, it could look very cool ;)

Probably yes although windows will be partially transparent to show the crew

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Unedited video of preflight control surface check and take-off from CSSC.

 
Don't forget to bake out an ambient occlusion map for that texture!
It's a large part of what makes the XR2 look so good.
 
Ok - there is a difference:

lightmap.jpg
 
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The one on left looks better. No seams and better shadows for two things I can see.
 
Ah yeah, that's the stuff.

Good choice of settings for it too.

Result is pretty good even if it's not "ambient occlusion map" but "lighting map". I'll probably go for the first one but when lightmap took 10 mins to render, ambient oclusion will take around 4-5 hours (4096x4096x128 samples - mental ray renderer)

I'll render it when mesh will be 100% ready.
 
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