Hi polycount users!
I`ve finally found some time to update my portfolio. The idea was to design flying cargo ship (which can`t go higher than troposphere) that carry some sort of plasma (hmm? . Hope u want waste ur time looking at this thread.
I really like the design and your forms all over the ship. Although i think that the rear is lacking compared to the front. I would expect some more prominent engine to move that giant thing.
On a last note I think that the size of the reference humans look really off. From the shapes on the out side and the shapes in side the cockpit ( doors size etc.) your human refs feel too small to be believable inside the environment. I'd think it would look cooler if they are scaled by 200 or even 300 %.
Slave_zero - u are absolutely right about the rear because i gave up on that part (and not only that). This ship was long time in the making and i was getting tired of this project somehow. Question was - should i spend another week(s) to polish them up esspecialy if these areas had less priority than the one that are the most visible? I decided no. Regarding the scale i think the problems lies in the lack of objects/forms that suggest the scale of the deck in comparison to human scale. Why i didnt make them then? Time of course, but this time i made it wrong i guess. Sholud have spend some extra time here. Anyway , thanks for stopping by and comment
PS: some bonus shots to hide my mistakes
I think that you should go back to the interior though. The scale is HUGE in there. You have indents that's like two feet deep and gratings that's like a foot wide. SUPER dangerous to work on that thing! :P
it looks awesome, although it's hard for me to picture it as a transport ship, the front of it makes me think too much of a Kadeshi multibeam frigate. (that's a good thing, though)
I think that you should go back to the interior though. The scale is HUGE in there. You have indents that's like two feet deep and gratings that's like a foot wide. SUPER dangerous to work on that thing! :P
This, scaling is all over the place throughout IMO. Also, would make a pass and make sure the spacing between panels stays consistent, as there is some very noticeable changes in indents between large shapes of the hull.
That aside, +1 to all the design comments, serious hard surface pr0n.
thanks guys! I think on of the solutions to scaling problems on decks would bo to give big exosuits to workers that are in there. something similar: http://sergeantmerrell.com/wp-content/uploads/2014/06/aliens-exoskeleton.jpg
That wouldn`t do the job perfectly but i think would help in perception of scale a lot. thank u for comments! Lessons learned
Replies
Some lighting in the deck/cockpit area would help to bring that area out and ground the scale for the viewer.
On a last note I think that the size of the reference humans look really off. From the shapes on the out side and the shapes in side the cockpit ( doors size etc.) your human refs feel too small to be believable inside the environment. I'd think it would look cooler if they are scaled by 200 or even 300 %.
Besides all that nitpicking: Awesome work mate!
PS: some bonus shots to hide my mistakes
You've got some serious skill in this area.
I think that you should go back to the interior though. The scale is HUGE in there. You have indents that's like two feet deep and gratings that's like a foot wide. SUPER dangerous to work on that thing! :P
i feel so embarrassed right now
sltrOlsson - maybe ill go back to finish the interior someday. Thank u lads
http://i.imgur.com/n0aXaa9.jpg
PS: in case - its just maya, no zbrush at all
This, scaling is all over the place throughout IMO. Also, would make a pass and make sure the spacing between panels stays consistent, as there is some very noticeable changes in indents between large shapes of the hull.
That aside, +1 to all the design comments, serious hard surface pr0n.
That wouldn`t do the job perfectly but i think would help in perception of scale a lot. thank u for comments! Lessons learned