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Retro Stylized Space Ships

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eedobaba7726 polycounter lvl 9
Been working on this model for the past week. Put together some images of the final model with Toolbag 2 (really liking it by the way).
Original design by Mike Doscher

Obviously the original design left a lot of gaps to fill in terms of color pallette and just general style. I ended up going with a really bright almost cartoonish look kind of inspired by the art in the Ratchet and Clank games. Think it turned out pretty well.

Photoshop composition of the final model:

4gC8CSB.jpg
As a side note, background for this made entirely with clouds, noise and gradients within photoshop.

Toolbag shots:

zgghS9v.jpg

COZL6er.jpg

Lds6q2d.jpg

aw8ANug.jpg

dliXJ7i.jpg

Wireframe:

Y75fnM4.jpg

Final polycount was 19,338 tris, going for high detail.

At the moment I'm looking for more retro stylized space concepts that I could expand on as a set. I'll add to this thread with anything I do with that idea.

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  • snake85027
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    snake85027 polycounter lvl 18
    I really like the style but looking at it I am not sure how it has the high of a tri count, is there a render of the high poly model some where?
  • eedobaba7726
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    eedobaba7726 polycounter lvl 9
    snake85027 wrote: »
    I really like the style but looking at it I am not sure how it has the high of a tri count, is there a render of the high poly model some where?

    Yeah, I should have included that. Here:

    HAsqTOx.png

    G66aQas.png

    Really, a lot of the poly count is going not towards the large pieces but more towards the rounded/jointed/ridged pipes all along the bottom and rear sides. Normally on vehicle models I don't put a lot of thought into the bottom but on this one since it's a space ship I made a point to make the bottom interesting and well detailed.

    Wireframe of the bottom:

    pV741e1.jpg
  • Texelion
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    Texelion polycounter lvl 8
    Nice stuff. The highpoly is good, but i don't really like the texture though, it's a bit generic and all orange/red.

    Could be nice to add some bullet impacts ( yeah, bullets in space, I know it's stupid ^^ ), or laser impacts maybe, instead of having the same scartches everywhere.

    I would definitely buy a game with this kind of ship. ^^
  • DWalker
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    You might want to make the wear on the leading edges more consistent along the entire edge.
    Bf109arming.jpg

    You can also add scorching to the underside if it's been re-entering the atmosphere.
  • chrisavigni
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    chrisavigni polycounter lvl 12
    Great modelling and amazing background but I am also not too fond of the color scheme. You should try a different color palette.
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