Whew, it's been a very long time staring into these forums soaking up the amazing art and community. Finally, I have something I want to post in the hopes someone finds it inspirational or at the very least - interesting!
Drifter is a space trading game *already*
kickstarted (don't run just yet) last year. My friend Colin and I are working on it fulltime, I am the 3D artist on the project and I have been cooking up some ships, stations, interiors and general art for the game.
I wanted to start by posting the most recent 5 pieces of concept art for perusal and feedback, I am more programmer than artist so I am always keen to learn more on the art side.
SHIPS
These two are related :
So are these (one is an aftermarket mod for fast freighting in dangerous systems) :
This one is really good at mining :
Process
The workflow for the concepts are as follows (Showing various ships along the way) :
1) Quick rough sketch from behind (in game ish view)
2) Model block in mesh, fix any details that made no sense
3) Render shaded version for paint over
4) Paint overs (shown above) and then final texturing, based on concepts!
Notes: I like the rough sketches to be kinda in game view, and the actual concepts to be a different view. This forces me to think about the space and relationships between the forms as I model them and how they work overall.
1)
2 and 3)
4 (above) and then 5)
Most of the ships are well under 1000 tris, as the game targets mobile as well so aiming for in between desktop and mobile this workflow fits my low poly modelling and higher detail texturing pretty well. (
I posted some of the stuff in the low poly thread before too)
Thanks for the great community and the years of inspiration, and I look forward to sharing more of the artwork I create over time
Replies
Here is a link!
Your environments however made me go o_O wow
I have more recently been reading about the scale relativity, and markers for that kind of thing. It's quite tricky with space stuff, because our brains love looking at human size references, but putting a human by these, sometimes it's just a dot. Looking from an aeroplane at mountains don't make the mountains look that big, due to the lack of references around it for us to make relative assumptions.
Putting these ships on top of city blocks = makes them feel huge (regardless of the details), but the ships isolated need more relative markers ('local reference') since you tend to see the ships on their own a lot in the game.
That is to say ; I agree, and will be doing more relative markers once all the ships are complete, given that detail all needs to be more relative to each other as well.
The middle gray ship is one of the smallest (if not the smallest) ships you can get in the game. The scale just falls apart in space :P Something I have been getting used to.
That diagram that goes from a human ref to your smallest ship to your largest ship is perfect
Also, I didn't make the connection that this was *that* game on Kickstarter. Looks awesome, and having ship designs like this makes it even better.
Don't suppose there's any chance we're going to be able to walk around those stations in 3rd person?
http://www.kickstarter.com/projects/1760753044/star-quest-2-united-galaxies-space-sim-rts-racing