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mariohm1311

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Everything posted by mariohm1311

  1. Not exactly bottom to top. And it doesn't have to burn from inside-to-out, although it's the most common type. You can make it burn vertically so the segment length reduces during the burn, accounting for the increased surface are of the core. This is known as a BATES grain. Look: Also, the SRBs usually use more complex core patterns so they can "carve" thrust patterns in the fuel. SOURCE: Amateur rocket builder. I create my own rocket motors.
  2. Yeah, the pic is not that clear. It's a spaceplane, with a normal cargo bay as we know it, but with the shape you can see there.
  3. The bay would be pretty big (enough to store 1 and a half orange tanks) but its payload capacity would be quite low (22 tons). If it was a small lander, I could see it.
  4. Not where I was going to. I'm modelling a spacecraft, and in the end, the cargo bay would look bad if it was rectangular, so I thought "Why not give more capacity making it trapezoidal?". Would it look strange to you?
  5. What would you guys think about a cargo bay that is not rectangular, like 2.8 m wide at its front, and 4 m at its back? EDIT: It is also quite deep, like 3.4 m at its narrowest part, and 4 m at its widest part. It is 12 m long.
  6. I think that it would be a good idea to implementent a random failure possibility depending on how big your rocket is, or how close you are to a TWR of 1 (in the event of an engine failure).
  7. Just a heads-up (I may be wrong here), but I think if you deploy two propellers without them being in line, they will create torque in the yaw axis.
  8. Thanks for all the help. I didn't want to sound annoyed, so maybe I should have measured better my words. I can more or less see where you're going with the edge loops, so I'll try to improve that. But for the topology and the edge flow, I don't have any idea. Do you know any tutorial (basic) on that, so I can improve that?
  9. You keep saying the same... I already see angles in the previous level, and very obvious one. How do I go about unwrapping it?
  10. Thanks for the good response! Yeah, for the polycount apart from what you said, I was told that the CSS uses a ....ton of polygons, so I gave myself a bit of a margin to work with. It can only be seen in those places I told you, even with smoth shading, so if there's a method to subdivide just some places on some axis, I'll do it. Another doubt, should I create the cargo bay with the unsubdivided model, or with the subdivided one? And what about the UV unwrap?
  11. 1. Maybe I could reduce the subdivision in some noncritical places, but if I reduce it on the wings, tail or nose, the shading gets messed up. 2. I have done UV unwrapping before with seams and with mesh duplication. The problem here is that the shape is so rounded I don't know how to abord it.
  12. Ok, modelling masters. Do you think this is accurate enough? I still have the unsubsurfaced model, so I can still make changes easily. Some doubts I had: 1. How would I go about making the cargo bay? Could someone teach me? 2. How do you UV unwrap such an organic shape into a rectangular one? If it isn't viable, how do you make the texture have the same shap as the UV unwrap? 3. What about the landing gear? Any trick? PS: I'm sorry if these doubts have been already answered. I have exams and I don't have much time to check.
  13. What do you mean with more complicated? Using seams allows you to waste less UV space, and in the end making your textures look more detailed. PS: Have you already done the Pegasus colliders? If yes, please teach me how.
  14. Yeah, I'm trying to contact him to teach him about Unwrapping with seams, and Unwraps of duplicated pieces.
  15. I already have it. How do I import the textures? it's only for .mu files. - - - Updated - - - Nope, that didn't work.
  16. Why do they have to be convex? The collider for this model is not convex and it is working...
  17. Hello. I'm making a hollowed version of the drone core for a friend to use it as a service bay. I imported the texture to Gimp with the DDS importer and I got a transparent texture. After I applied it to the part on blender, it looked as it wasn't textured. After a bit of fiddling I found that unticking the "Use alpha" option it would show me a texture. It's all fine except the interior. The textures there have too much contrast if you compare them with the stock drone core. Look: There you can see the problem and the texture itself. What can I do to solve this? PS: How do I make a collider for a hollow part in Unity?
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