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Matrix Ship---Need Help?!

i have started to create a hover ship form the matrix but im not sure if i am,say creating the right way i guess i have hit a stump of what to make next.

i kinda started with a boxish layout to help me see it better?

any pointers will help ALOT PLZ!, i am new at modeling

will be used in my matrix game :)
https://www.youtube.com/watch?v=sCsIE0zVdrI

****i plan to use it in a unity game so i dont even know how many polys i should use for such a thing, i will probly only have 1 or 2 in a game scene.****

My refrance images
Novalis.jpg
this is the ship landed.
Neb-blueprint.jpg
the ship in flight.

and my creation of the ship so far :(.
matrixship_1.png

Replies

  • Murasam
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    Murasam polycounter lvl 11
    If your new a modeling my best advice to you is start simple. Do smaller and faster projects. There is nothing more deflating then spending a crazy amount of hours on something and at the end not liking it. Just an fyi
  • Magichobo666
    well when i say new at modeling i guess i mean i can model but not efficiently maybe.

    i kept going on with the model and have gotten this so far,any crits will help.
    mat1.png

    mat2.png
  • Cay
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    Cay polycounter lvl 5
    Well I'd really start smaller.. there's lots of stuff you would have to design yourself, because you cannot tell from the concept only. And this only makes sense if you make it hard surface / subd. Atleast to me.

    I don't wanna judge your modelling skills.. but not knowing how to approach pretty much shows how experienced you are. I don't think I could do this myself right now.. to a degree that's as stunning as the concept..

    You can try a lowpoly variant of it though. Trying to hit the main shapes and use modular textures. But I don't wanna give wrong advice.. in the end it's your choice.
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Magichobo, do you want a game-ready Hover ship asset that has normal maps?
  • Magichobo666
    yes i do plan to use normal mapping for the majority of the detail, and have it both lowpoly to help keep the game running smoother as there will be alot of enemies with the ship in one scene.

    so yes a game ready hover ship with normal maps.

    i did end up using bumpmaps on this mech i created but they wernt as effective
    mech12.png

    i know the polycount is hurtfull as there are many ways to cut down on them XD.
    mech11.png

    but back to the ship, i know normal maps have things aper higher than the other, but doesent bump maps to the same. does bumpmaps show where the light is shinning upon it?
  • Cay
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    Cay polycounter lvl 5
    I can only recommend the polycount wiki to you.. there's some great info to get started (even though I find the current/new layout more confusing, but there's a search function) and yes I'd still start with a more simple asset than a badass ship from matrix :)
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Keep modeling out the major details, like paneling, etc. if you're trying to get to a high polygonal model.

    Remember, you don't need to connect anything or have any UVs for a high poly. Floating geometry is absolutely fine.

    If the number of individual chunks becomes ridiculous, remember, you can just block in shapes with just PLANES. Don't worry about extrusions until later. Feel free to just use planes to make your block in.

    It's gonna look weird for a bit, but a number of them will really describe efficiently the shape of your model.
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