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Used the ManifoldLab version of Wings3D to cut a hole for the payload bay (boolean operations). But it crashes when you try to UV map a boolean object, so I'll have to export to another format and import it back into Wings3D before texturing.
I'm not even sure how I'm going to texture this. I've textured boxes and cylinders, but never an irregular shape like this.
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Used the ManifoldLab version of Wings3D to cut a hole for the payload bay (boolean operations). But it crashes when you try to UV map a boolean object, so I'll have to export to another format and import it back into Wings3D before texturing.
I'm not even sure how I'm going to texture this. I've textured boxes and cylinders, but never an irregular shape like this.
Added rear landing gear
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What I'm worried about is the texture being distorted at certain parts. And how to create that "slightly dirty" tiled look that the Space Shuttle has.As for UVW mapping I'm sure you select and map certain polygons of this mesh. It's not that hard.
What I'm worried about is the texture being distorted at certain parts. And how to create that "slightly dirty" look that the Space Shuttle has.
From a pad abort I would think you'd have the altitude to trade off to make it back to your runway. But somewhere in-flight? Both CSSC and Negishima are in the middle of nowhere, if the ship can't RTLS nor make it downrange to another runway, you may need to know how to swim.
[lamepun]doesn't hold water[/lamepun] because you'll still need emergency recovery ships in case of an abort too far downrange (and not close enough for a trans-oceanic runway landing).keeps expenses like having a navy chase about your spacecraft from occurring