have been working to get a better grip on Using blender. I wanted to try my hand at vehicles, with a fairly advanced look. I also tried my hand at creating models that are not a single object, with the ability to re-position parts for action shots.
The textures, and projectiles are still a bit rough..but getting better.
I haven't stated this out except for a rough idea of it's basic abilities. I am waiting for the new edition vehicle rules to do more than rough notes on new ships, and vehicles.
any tips, feedback, or critiques are welcome...
crew:
Pilot
Commander
Gunner
Systems Operator.
Power source: Fusion power core.
Weapons:
Main gun: Heavy Plasma cannon, or 25mm Hypervelocity Mag-Rail cannon.
Secondary Armament: 4 shot anti-tank guided missiles. 12 round carried internally.
Additional Armament: twin fixed gun/missile pods. 2xpods 1 25mm Gatling cannon, 6 hyper-velocity unguided kinetic kill rockets. each
Armor: laminar composite armor.
Defense systems: Electronic warfare and countermeasures system, electromagnetic/thermal dazzle, and distraction system. chaff flare/smoke grenade dispenser.
Max speed: High Subsonic
Max Altitude: unlimited.
Max endurance: 96 hours. (life support limit, power systems 2 weeks)
Life support: full NBC seals, hazard seals, vacuum, and pressure seals.
Sensors: artificial aperture phased radar, thermal detection and imaging system. Wide spectrum visual/low-light UV
communication: Encrypted channel hopping, pulse transmission voice and data link, satellite communications link, tight beam laser.
A mainline armored fighting vehicle the Shrike is designed t serve in the role of a Main Battle tank, as well as being suitable as fast reaction gunship. The Shrike has a wide variety of abilities both offensive and defensive. couple with it's high degree of mobility, it can operate in both low level nap of earth mode, and high altitude free flight for rapid deployment, and orbital insertion operations. It acts as the heavy offensive force of an armored regiment, and a potent defensive force protecting strong points against enemy armor forming the armored fist of the unit it is assigned to.
while heavier tanks, exist, the shrike is often used to rapidly maneuver, and flank heavy armor units striking at high speed, then retreating to draw off enemy gunships, and tanks to weaken and confuse enemy defenders. It has lighter armor and weapons than Main Battle tanks, but it's agility, speed, and defensive systems make the Shrike a potent addition to heavy armor units, and an effective strike/assault raiding vehicle.
The shrikes armor is heavily sloped, and angled to deflect incoming fire. additional armor shields fitted with reactive aror and spaced plates protect vital systems from missiles and other anti-vehicle weapons. The crew is sealed inside the hull fed information by small cameras dotted around the hull with multiple overlapping system to give a wide range of visibility despite the lack of windows or direct vision blocks. flush mounted hatches for the crew, and other features reduce the vehicles profile, make scoring a direct hit on a solid surface more difficult.
deployed in units of six to eight tanks the Shrike operates with scouting vehicles, command tanks, and infantry carriers. While its secondary weapons have limited mobility, the tank can rapidly spin and angle itself to bring the weapons into engagement position. the high angle turret mounted main gun can be elevated to allow the tank to go hull down, with even a minimal amount of terrain elevation. when teamed up with infantry the Shrike can fire missiles over obstructions, or at extreme range, using man portable laser designaters, and satellite directed fire systems. This flexibility allows the Shrike to provide lethal fire support and devastate other armor units.
Notes
Created with blender. The main hull, gun turret, gun pods, and missiles are separate units so i can pose and rearrange and re-position them. a slight improvement over my usual habit of creating models as a solid single object.It take a while to get the components lined up and takes a bit more attention to detail. But I hope that eventually I can make more models that could be used for animations. I will have to work on the exhaust, and projectile objects to get them looking right.
The textures, and projectiles are still a bit rough..but getting better.
I haven't stated this out except for a rough idea of it's basic abilities. I am waiting for the new edition vehicle rules to do more than rough notes on new ships, and vehicles.
any tips, feedback, or critiques are welcome...
crew:
Pilot
Commander
Gunner
Systems Operator.
Power source: Fusion power core.
Weapons:
Main gun: Heavy Plasma cannon, or 25mm Hypervelocity Mag-Rail cannon.
Secondary Armament: 4 shot anti-tank guided missiles. 12 round carried internally.
Additional Armament: twin fixed gun/missile pods. 2xpods 1 25mm Gatling cannon, 6 hyper-velocity unguided kinetic kill rockets. each
Armor: laminar composite armor.
Defense systems: Electronic warfare and countermeasures system, electromagnetic/thermal dazzle, and distraction system. chaff flare/smoke grenade dispenser.
Max speed: High Subsonic
Max Altitude: unlimited.
Max endurance: 96 hours. (life support limit, power systems 2 weeks)
Life support: full NBC seals, hazard seals, vacuum, and pressure seals.
Sensors: artificial aperture phased radar, thermal detection and imaging system. Wide spectrum visual/low-light UV
communication: Encrypted channel hopping, pulse transmission voice and data link, satellite communications link, tight beam laser.
A mainline armored fighting vehicle the Shrike is designed t serve in the role of a Main Battle tank, as well as being suitable as fast reaction gunship. The Shrike has a wide variety of abilities both offensive and defensive. couple with it's high degree of mobility, it can operate in both low level nap of earth mode, and high altitude free flight for rapid deployment, and orbital insertion operations. It acts as the heavy offensive force of an armored regiment, and a potent defensive force protecting strong points against enemy armor forming the armored fist of the unit it is assigned to.
while heavier tanks, exist, the shrike is often used to rapidly maneuver, and flank heavy armor units striking at high speed, then retreating to draw off enemy gunships, and tanks to weaken and confuse enemy defenders. It has lighter armor and weapons than Main Battle tanks, but it's agility, speed, and defensive systems make the Shrike a potent addition to heavy armor units, and an effective strike/assault raiding vehicle.
The shrikes armor is heavily sloped, and angled to deflect incoming fire. additional armor shields fitted with reactive aror and spaced plates protect vital systems from missiles and other anti-vehicle weapons. The crew is sealed inside the hull fed information by small cameras dotted around the hull with multiple overlapping system to give a wide range of visibility despite the lack of windows or direct vision blocks. flush mounted hatches for the crew, and other features reduce the vehicles profile, make scoring a direct hit on a solid surface more difficult.
deployed in units of six to eight tanks the Shrike operates with scouting vehicles, command tanks, and infantry carriers. While its secondary weapons have limited mobility, the tank can rapidly spin and angle itself to bring the weapons into engagement position. the high angle turret mounted main gun can be elevated to allow the tank to go hull down, with even a minimal amount of terrain elevation. when teamed up with infantry the Shrike can fire missiles over obstructions, or at extreme range, using man portable laser designaters, and satellite directed fire systems. This flexibility allows the Shrike to provide lethal fire support and devastate other armor units.
Notes
Created with blender. The main hull, gun turret, gun pods, and missiles are separate units so i can pose and rearrange and re-position them. a slight improvement over my usual habit of creating models as a solid single object.It take a while to get the components lined up and takes a bit more attention to detail. But I hope that eventually I can make more models that could be used for animations. I will have to work on the exhaust, and projectile objects to get them looking right.