From what I can see it looks like it is coming along nice. Your render is a bit pixelated so it is hard for me to see all of the detail you put into it. I think it would be cool if you end up putting some kind of sail on it as well. Keep up the good work!
Kalilak11 Thank you! I plan to make it more irregular by changing some parts and also plan to add the remains of sails. Sorry for the pixelated render, I'll make a better one next time.
I think you should use actual bones more. The altar, for instance, should use phalanges, while tibias would work well for the main spars. In many ways the pieces look more like stone than bone.
I like it but I think the skull on the back looks very much out of place as I would expect something like that at the front of the ship as opposed to the back.
Also IMO it would look better if you were to dress the sides with some wooden planks. They wouldn't need to be all over, most of them could be rotted/broken away but I'd have some just to suggest that at one point the ship was operational and that the bones were just the frame of the ship. This would also help break up some of colors/shapes later on when you'll get to texturing which would hopefully lead to a more interesting model.
i agree the ship looks great. nice work man. but i disagree about the skull at te back, it think it does well at replacing the detail you usually saw on the fluyt style ship for the captains stern cabin.
Nistrum I thought about a figurehead too. But it will probably be too small to make significant difference to the scene in whole. So I decided to add it later if I have enough time.
Thanks for the comment! Now I feel gnawing doubts about the skull
Here is one more piece. Now I'm working on assembling the whole scene, hope next update will be something close to final composition. Comments are welcome
yeah, id LOVe to join but work keeps stealing my weekends :P ahh well i suppose the more work i do the better i get so that when i DO join in i dont make something pants :P
so as a consolation i will have to live vicariously though your entry..
Hey karynatrychyk, the ship looks great, but I think you should add some kind of human element, to bring the ship some scale. Like for example that thing you stand in at the top of the mast, you could add one of those things (I am Swedish so no clue what its name could be). Because right now it could be as small as a toy or huge as a real ship.
Just my opinion ! But the fire totem thingy on your last pic looks excellent. So keep it up ^^, Nuke.
Well, now I'm working on the composition of the scene. And here is where I'm now. All comments and crits will be appreciated.
And a side question. Does anyone know where to see polycount of particle systems in UDK? I need total polycount for the scene, but could find only statistics for static meshes. :poly134:
Your scene looks really nice and well made. Only thing that stands out to me is the sail (cloth?) should fall straight down. Not sure how these ships work but it looks a bit strange. Other than that it looks really good.
Mr Significant Thank you! I'm still experimenting with lights and colors. I tried to add more contrast, but probably now I need to make it a bit lighter in shadows.
Replies
Thank you! I plan to make it more irregular by changing some parts and also plan to add the remains of sails. Sorry for the pixelated render, I'll make a better one next time.
Thank you for the good idea, I will think this direction.
Haha, indeed. I didn't know where to look for reference
Some improvements for the ship:
Also IMO it would look better if you were to dress the sides with some wooden planks. They wouldn't need to be all over, most of them could be rotted/broken away but I'd have some just to suggest that at one point the ship was operational and that the bones were just the frame of the ship. This would also help break up some of colors/shapes later on when you'll get to texturing which would hopefully lead to a more interesting model.
I think the idea about the planks is great, I will try something like this. Thank you for the feedback, I appreciate a lot.
Thank you!
However i think it could do with a funky skellital figurehead at the front too
viz:https://www.google.co.uk/search?q=flying+dutchman+pirates+of+the+caribbean&espv=210&es_sm=122&source=lnms&tbm=isch&sa=X&ei=htBvUuyUIfLB7Abc7oCIDw&ved=0CAkQ_AUoAQ&biw=1920&bih=1115#es_sm=122&espv=210&q=undead+ship+figurehead&tbm=isch&facrc=_&imgdii=_&imgrc=YuuEf9DNba9a9M%3A%3BmzKm7sWu65gS6M%3Bhttp%253A%252F%252Fupload.wikimedia.org%252Fwikipedia%252Fcommons%252F9%252F90%252FThe_Black_Pearl%252C_San_Pedro_Harbor.jpg%3Bhttp%253A%252F%252Fen.wikipedia.org%252Fwiki%252FBlack_Pearl%3B2048%3B1536
I thought about a figurehead too. But it will probably be too small to make significant difference to the scene in whole. So I decided to add it later if I have enough time.
Thanks for the comment! Now I feel gnawing doubts about the skull
ps nice to see a fellow gameartisans take up the unearthly challenge (I joined on the last sdk challenge)
Thank you! I agree such challenges bring lots of fun and experience and it's really exciting to see other people's work.
so as a consolation i will have to live vicariously though your entry..
Just my opinion ! But the fire totem thingy on your last pic looks excellent. So keep it up ^^, Nuke.
yeah i know what you mean ant, tis not cool and half the people get a job only to see the company collapse.. bad times
Thanks, Nuke. I thought about adding a crows nest, but then it seemed to me too human Probably I can give this idea a second revision.
And a side question. Does anyone know where to see polycount of particle systems in UDK? I need total polycount for the scene, but could find only statistics for static meshes. :poly134:
Indeed, seems I forgot about the gravity, shame on me.:poly138: Thanks a lot!
Thank you! I'm still experimenting with lights and colors. I tried to add more contrast, but probably now I need to make it a bit lighter in shadows.