Figured this project was at a presentable state, this is the Normandy SR2 from Mass Effect 3. Right now the model is sitting at around 8000 triangles. I could push it some more but I wanted to keep it at a realistic polycount.
It is split into two different texture sheets. One for them main body, wing like area and the circle area on the side and another for the engines.
The body texture is at 4096x4096 and engines at 2048x2048 but both scale down pretty well without losing much detail.
So any crits so far would be great!(No spec or grime on the engines yet) for reference here is a ingame screenshot from mass effect 3
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quick three things:
the model looks good as it is (havent played mass effect, so i dont know how accurate it is).
presentation wise:
try to use cameras with a lower Field of View to present such a long model
maybe add particles, fog, atmosphere to it for the presentation! make it look like its part of a working and fun environment!
As for the presentation, that's something I have been thinking about. More specifically if I want to have some sort of smaller environment around the model or if its just the model itself how would be the best way to showcase it. Ill defiantly take those idea into consideration when I start focusing more on how to present the model when its done.
Any other ideas on how to would be great!
I'm not sure the level of detail that you are trying to put into it, but the wings feel a bit flat to me. There are some bevels and details that I think would help catch the light better on the normal map.
@mospheric Defiantly putting some bevels in there, thanks for pointing that out!
Had a bit of a Doctor Who marathon so I had a bit of a lazy day. No spec on the engines(doing that tomorrow!!!) but I got it to look like space.
My first though was, how is it lit up in space? Then it popped in my head no one at bioware thought of it so why rack my brain over something like that.
May add a planet in the background(just random though)
So things that should be done tomorrow
*Spec map and grime for engines
*Emissive map for windows
*Planet in background
*change more stuff from crits
So keep the crits coming!
Hi I'm currently working on a UDK scene featuring the normandy sr2 aswel.
a few things that stand out to me on your model:
-the tail fins are vertical on your model, they should be angled slightly outward and a little thinner
-the space between the thrust nozzles and the engine pod on each of your engines should be bigger
-The Thrust nozzles themseles should be slightly longer.
-The Stabiliser fins on the front of each of the engine pods are missing the little cross beam at the tips.
-The black strip that goes over the back of the ship is much too wide, also it shouldn't get wider when it gets down to the sides, it stays the same width through its entire length.
-That same black strip should curve into a second black strip with windows underneath the strip you already have.
-The sides of your stabiliser tips are angled inward, while the side closest to the hull should always be straight with the engine pod itself.
These pic should help quite a bit.
Its a good start but for a ship thats 216 meters long 8000 polies is a little on the low side I recomend you go atleast double that amount to get more definition in some of the parts. Cryengine can handle quite a bit more.
Sorry if I sound a little blunt, but I think this feedback is more usefull than. "looks good"
it might just be the angle of the screenshots but i think the middle part of the normandy's back is too flat it should curve more with the ship and not stay straight.
also the little crossbeams at the stabiliser tips should be further forward.
and i see you increased the space between the thrust nozzle's and the exhaust, but the trust nozzle's themselves should be a little longer, the "rings" are too thin.
Here's a screen from my level about what I mean.
http://imageshack.us/a/img28/5564/retrofit50.jpg
Still need to add more details but I got the spec n the engines, re-did the paint job and just need to add a emissive for the windows.
Will make a few more adjustments and might call it done. Gotta move onto the next thing!
http://img.trekmovie.com/images/fanmade/enterprise_wall01_1920.jpg http://img.trekmovie.com/images/fanmade/enterprise_wall05_1280.jpg