Ahoy! I'm the developer of @[Hyperventila: The Game](games:hyperventila:71081), a space RPG set in my Hyperventila universe. I also keep an eye on the Humour Satire Parody group, I follow the modding community and watch game productions that have peaked my interest. Feel free to go through my blogs or image gallery if you want to get a glimpse of what I do. As always, have a nice day!
Torsion of the "propeller" would rotate the whole aircraft. It must have two "propellers" rotating one against other to stay in the air. And I can't see any wing to make some lifting power.
It's the same like helicopters with two rotors...
Yeah, you'd think so wouldn't you... but apparently the people who designed it really thought it might work. =)
many "wunderwaffen" appeared to be ********, including real machines and plans
Yeah well... Let's not forget this is the time before helicopters so certain design errors were bound to be made. Hell, even the Focke-Wulf fighter aircraft, one their best, was nearly impossible to land and killed nearly as many on the ground as in the air.
I don't know about landing with FW 190 (if you mean that FW), but I heard those rocket-powered messerschmitts were extremely hard to land
only good jet aircrafts of that age were me262 and perhaps he162 (but that one was too hard to fly)
anyway, if you look on plans of this, or lankreuzers and so on, you will see that they are just monuments of nothing, nazi's last try to persuade themselves that they are great
You always kinda create your own designs based upon existing ones. So your work is recognizable yet has its own style. Part of which is due to your software. If you want to create ingame content you could learn:
- high to low poly baking
- uv-ing, baking textures
Wireframe renders would be good, polycount, too. Let's face it - modeling is not that hard. It's the big things like getting proportions right - which you do. And the small things, like following protocol to actually create in-game content, are what makes you fit to work in games production. I recommend Maya. Tutorials are everywhere and the software is nice.
Well not all of my designs are based upon existing designs but most of my WWII aircraft are.
Creating ingame content is something I gave up long ago, this model in particular was just for fun while most of my other models are just for show.
In fact, my program doesn't even have poly-baking. If I wanted to do that I'd have to start using Blender again (which I am using at the moment for adding hair/fur to my bat warrior).
No program beats trueSpace in modeling but its render engine is at least five years old now so I have to use different software sometimes. Sculptris for example is quite handy for easy uv texturing, as long as I keep it simple.
That modeling isn't hard is not true, to most people modeling looks just as confusing as programming code. And getting proportions right is something I've never really had much difficulty with.
I've heard Maya is good, though I'd never use a program that costs so much money. Especially since there are free alternatives out there that with just a little more work can create just as good a result as any $2000 program.
Nope, free and open source are the future (at least, for me) =)
Okay now, this is interesting.
Weird is another word that describes it pretty well =)