Project HOPE-X spaceplane

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mikusingularity
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(originally titled: How to model a space shuttle?)

specifically, Japan's canceled "HOPE-X". I'm having trouble with the geometry:

UEBiAc4.png


At the front is a nose cone (tilted forwards slightly); the top half of the nose cone (half-ellipse) gradually transitions into an arch shape for the payload bay, while the bottom half of the nose cone (another half ellipse) gradually transitions out into a flat botom.

Can anyone explain how to make a smooth transition between those parts (without guesstimating until it looks right)?

I want to get more experience in 3D modeling, more than just having cylindrical segments of different diameters in order to create bell-shaped engines.

edit: this was attempt #1, tried to use this as reference

c0ZZ0ap.png
 
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paddy2

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Could you use a spread sheet to calculate the values and then wings absolute move to position the edges?
 

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mikusingularity
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A spreadsheet? Exactly how is that done? Especially with all these points/coordinates?
 
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thepenguin

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A spreadsheet? Exactly how is that done? Especially with all these points?

Carefully. Generally I wouldn't think that algorithmic generation would be good for a space shuttle-type vessel. I built this guy in excel:
picture.php

However, I think your best hope here would be to guesstimate the shape at the front until it looks right.
 

paddy2

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wings will accept formula, ie

if you have 3 points with a x values of 5 5.5 and 5.8

5*1.1 , 5.5*1.2 5.8*1.3 can be entered to alter the curve
 

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mikusingularity
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I recreated the front part with elliptical cross sections. But I'm still unsure on how to make the transition.

OT1L01j.png
 
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liber

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Loru

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But how was this done (talking specifically about the front)?

Using 3 "slice" profiles in XZ plane (XY in Orbiter) as a base (only one side) and then building faces manually to conect them (divide face where needed) . Then ~3 hours of eyballing it to look good, cutting out holes for RCS and windows (again fixing faces as boolean operations tend to produce strange results) and finally mirroring it to be symetrical.

---------- Post added at 10:04 PM ---------- Previous post was at 09:43 PM ----------

Close up may help you bit more:
starchaser-nose-detail.jpg

starchaser-nose-detail2.jpg
 
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Donamy

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Looks awesome !!
 

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mikusingularity
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Now having trouble with the wings:

3cmOkSz.png


5rF8tvm.png


tXEGonE.png


I tried to follow the orthographic views,

J7Jcstw.png


4kQxUEC.png


eJ8xnLP.png


but I can't quite get it to look the same as this:

yYSPNS7.png


The edge of the wing is where I'm having the most trouble (it looks too thick, especially as you get to the front), as well as the part where the wing blends into the front. The wings are also not fused to the fuselage yet.
 
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Donamy

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Does your 3D program have a way of joining vertices as a convex surface object ?
 

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mikusingularity
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If you mean the "bridge" function, then yes.

I'm trying to look at other examples of 3d spaceplanes, such as GregBurch's [ame="http://www.orbithangar.com/searchid.php?ID=3026"]SpacePlane 2.0[/ame].
 

Donamy

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Take a look at my Jason. That has tapered wings also.
 

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mikusingularity
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I tried something today. I extruded the bottom half of the fuselage (the mesh is separated from the top half), and changed the width to fit the wings.

kb5dqZb.png


BdTcG1i.png


The top half of the wing is still flat, though.

TONqs93.png


There's still room for improvement, but I think it looks decent.
 

Donamy

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You learn more and more, every time you make something.
 

Capt_hensley

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Agree with Don^. I've been modeling in 3DS Max now for 7 years, I'm light years ahead of a beginner, but I still learn something every time I model something new.

Another technique is to get the thing you want to model in the format of your editor. Then reverse engineer it to see how it went together. Then model each part over and over again till you get it right. There are so many tutorials on YouTube, that it's hard not to find one that will show you how to do something, anything, even the complex stuff.

Just keep trying you will get there, but it takes time.
 

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mikusingularity
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Another technique is to get the thing you want to model in the format of your editor. Then reverse engineer it to see how it went together.
That's what I've been doing, with the .msh to .obj converter, and importing the .obj into Wings3D. Sometimes, it provides me with more insight; other times, it makes me confused as to how they're able to do that.
 

Capt_hensley

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That's what I've been doing, with the .msh to .obj converter, and importing the .obj into Wings3D. Sometimes, it provides me with more insight; other times, it makes me confused as to how they're able to do that.

Well, yeah, there are downsides to every technique. I admit, I got very frustrated with tearing apart some of the sketchup models. Some others were just one big blob mesh and could not be broken apart. To this day I don't know if that's a good technique for keeping poly counts down, or making uni-textures, or just a measure against theft.

Those who have seen my work, know I work for free, and try not make unique textures. This way if you see something you like, you can steel it without a guilty concious. After all, I come form the world of never re-invent the wheel. But if one of the spokes is impressive, use it and bleed it dry.

Programming language is the same. Chances are someone else has already written the code you need. Now you just have to beg, barrow, and steel it, from those willing to share, so you don't rack your brain over making routine stuff.

The CRV, and Robonaut are not my work, but the models I use are community property, used with permission. The textures for the CRV are mine, and the way Robonaut can be posed was at my request, so in a way I do own them. But I also give credit to those who helpped make it happen.
Cheers!
 
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