Project Helios

This post contains updated imaging of the M75 Chameleon Drone.

The suspension and drive systems are nearing completion for the upcoming Chassis Milestone. The tires have been reworked, and the coilgun has been refined bringing it closer to the intended design.

The next steps are to finish the coilgun while ensuring the weapon mount holds true to the design requirement of indirect-fire elevation capability. The coilgun is chambered for the 20mm MagPro series munitions, and imaging of available rounds will follow. Then rework of the hull, engine, and logistics access ports, will begin as the current geometry is simply a basic placeholder. Finally with the new hull will come the Drone Class/Medium NTADS Optics Suite.

At this point there are no textures, only basic material settings. When the geometry is finished texture work will begin.

http://mywebpages.comcast.net/dsweet30/images/elysiun/M75-body-03.jpg

Work has begun on the new Compact Drone Class featuring the Scarab-MAR. Following the Drone Modular Architecture Requirement, existing off-the-shelf parts and technology have been re-purposed to fill the newly defined role of man portable combat-capable armored drone.

Displayed here is a prototype shell without optics or weapon mounts.

http://mywebpages.comcast.net/dsweet30/images/elysiun/Scarab-001.jpg

Pretty nice, just wondering how tire change is done :slight_smile:

have you tought real functionality of coilgul. That gun could have magnet at end of barrel with few cables connected to it.

looking sweet. keep up the good work, i’ll be following this thread. it looks like a lot of material to heft that one cannon around though. maybe a more resource-efficent design? then agian, what is fiction for?

-XrQLz

Originally, I was looking into a way of making metal look hot and melted in real-time using displacement maps and procedural textures.

These would be used to show impacts of KE, CE, and Directed Energy penetrators.

After playing with a few things I produced these renders.

1 Material per mesh, 1 Texture to provide color, 1 - 2 Textures used to displace mesh.

Scarred surface with rivulet of molten material:
http://mywebpages.comcast.net/dsweet30/images/elysiun/lava-007.jpg

An example block shows the color texture’s gradient:
http://mywebpages.comcast.net/dsweet30/images/elysiun/lava-008.jpg

Large pools of molten rock or metal:
http://mywebpages.comcast.net/dsweet30/images/elysiun/lava-009.jpg

After realizing the above image looked like islands, just for fun :):
http://mywebpages.comcast.net/dsweet30/images/elysiun/lava-010.jpg

These were done with the built-in procedural textures and were very quick to produce. The problem I’ve run into is that when using a texture to displace the mesh (the mesh is a highly subdivided plane), the resulting rendered mesh does not map the color texture in three dimensions. It’s almost as if the mesh texture space is still the shape of the original plane even though it shows up as 3D in the render. To get the shape I ended up using the “Noise” button in the edit window.

If I can figure out how to map the color gradient to the thickness of the mesh deformed by displacement map I’ll be able to use this effect as intended.

If you guys are interested I can post the blend.