My friend Ian and I are working on a project together about a submarine, its captain, and a shark man, originally the captain was a lady and the shark man was on your team, but things change haha.
This is a big project for us so it'll be going on until November, so I'd like to get it awesome and who better to help then the Polycount community!
the ship is currently ~12k tris and ill be posting the captain once imageshack unfreezes and I get some concepts for yall to compare them too
*edit* sorry for the ugly renders I run windows 7 on a cardboard box.
also, I grabbed an imgur account, thanks for the suggestion Jessica.
*edit* changed the thread title to better reflect whats going on... and I said HEEEEEYEAAAAAY YEA YEA YEA HEEEY YEAA YEA. sorry saw that he-man video again today.
Cool, I love the design - this already looks really interesting even without the textures. Maybe looks a little too exposed for a submarine though - I think if you added some more windows or something it would help it look more submariney. Or added glass encasing around things. Just some thoughts, but I like this so far :) Also, screw imageshack, use imgur!
Thanks for the suggestion Jessica! the ship is meant to be half boat half sub,so it can surface and have a tug boat/slavage boat feel, and then go under like a sub. I'll place some portholes and run it by Ian
You need to tweak the amount of sides per cylinder a bit. Your bottom ones (fuel tanks?) are 8 sided, but so are the ]-shaped tubes, and those are about a quarter of the thickness. Along the same lines, your cannons are 10 sided and your 'jet' engines only 12 sided even though they're 5~6 times as big.
A rule of thumb I like to follow is to use 1.5x as many sides on something that is 2x as thick. Not the same amount, because, well duh, it's bigger and needs more detail. But not 2 times as many sides, even though it might seem the logical thing to do, this image shows why:
I'd tweak those side engines. It looks like they have air intakes, which doesn't make any sense at all for a submarine. They looks like jet engines from the front even.
@MeinntevdS: Thanks! One of our initial color concepts was all yellow well see where it goes haha, and Ian McQue is our inspiriation for much of the sub.
@Darkleopard: The periscope is currently lowered, I should just pull it out. woops..
@Snader: oo thank you! Ill definitely be cleaning this up.
@Xoliul: they are jet engines, a water jet or pump jet engine, but after looking up some more on it, the prop in the back of the side mounted jets is wrong and there should be a nozzle instead of fins. The theory is generally the same though, force lots of mass into one end, pressurize it and fire it out the back for propulsion.
Love the submarine. I will say that at first glance I was thinking airship but totally see the sub now. I think it was the engines on the side that threw me off.
Here's the Captain i havent tweaked the model for asymmetry yet.
the second image has a hair model floating over the head, i'm trying to decide between cards and or modeled hair.
The eyes aren't staying that dense, it was just for reference when I was modeling it to the concept.
Whoa. I thought the character on the ship was a stand-in, but that's actually going to be the character? If so, you have some huuuge difference in polygon density. He's about 50 pixels tall in the shots, but he's got about 3000 triangles? That's quite unneccesary. 500 should be plenty at such a scale.
@Snader: the Captain will be seen up close, its mostly a project to display modeling and texturing ability.
We've been through alot of "do we make this, or this?" and since decided to just make cool looking models and concepts for our portfolios with a theme and hopefully make something out of all of the finished assets in the end, like a short animation
Ok well the water jet sorta makes sense, but you don't need fans then. Fans serve to compress the air in a turbojet before it gets mixed with fuel and ignited, to provide for a more powerful combustion (the idea behind turbo). Makes no sense to compress water.
But I can't tell if you'll have fans or not, though the little central stub art seems to suggest them.
Hey and after all, keep in mind it's the suggestion that counts, if it reads more like an airship, you should consider changing it to read more submarine I also think the shape of the engines on the side looks a bit clunky and primitive compared to the rest of the ship, which seems more thought out.
LOVE the style on these, especially since I typically get a hard-on for anything remotely Ian McQue. Love the look of the captain, and the texture is coming along nicely
@lbigbirdl: they are more like launch silos, and there are two in the front with flip tops and we put some torpedos on the deck for show,even though they'd just slide around but will be our little secret
@LOtekK: hahah thanks, I'll let my concept artist know, he'll appreciate that!
Replies
Love the design, made me think of Ian McQue which is never a bad thing
Looking forward to see how the textures work out!
I would suggest that the periscope needs to be taller IMO to work properly though.
Looking forward to seeing textures
A rule of thumb I like to follow is to use 1.5x as many sides on something that is 2x as thick. Not the same amount, because, well duh, it's bigger and needs more detail. But not 2 times as many sides, even though it might seem the logical thing to do, this image shows why:
@Darkleopard: The periscope is currently lowered, I should just pull it out. woops..
@Snader: oo thank you! Ill definitely be cleaning this up.
@Xoliul: they are jet engines, a water jet or pump jet engine, but after looking up some more on it, the prop in the back of the side mounted jets is wrong and there should be a nozzle instead of fins. The theory is generally the same though, force lots of mass into one end, pressurize it and fire it out the back for propulsion.
the second image has a hair model floating over the head, i'm trying to decide between cards and or modeled hair.
The eyes aren't staying that dense, it was just for reference when I was modeling it to the concept.
We've been through alot of "do we make this, or this?" and since decided to just make cool looking models and concepts for our portfolios with a theme and hopefully make something out of all of the finished assets in the end, like a short animation
added portholes and adjusted the turbine to be this bad boy.
how it works:
Also, the ship will be considered more of an environment for this project now, gonna build a few more detail pieces and start packing it up
topology changes to the head
the captain ready to be unwrapped and rigged, unless y'all see some big changes I should make!
and here is the sub with portholes!
Thanks for the feedback so far everyone!
ship is broken into two maps which are also heavily WIP, ill be posting them sooooon!
But I can't tell if you'll have fans or not, though the little central stub art seems to suggest them.
Hey and after all, keep in mind it's the suggestion that counts, if it reads more like an airship, you should consider changing it to read more submarine I also think the shape of the engines on the side looks a bit clunky and primitive compared to the rest of the ship, which seems more thought out.
FISH DUDER!
@LOtekK: hahah thanks, I'll let my concept artist know, he'll appreciate that!
time to texture all these!