So I was given a assignment at school to model a spaceship. The only requirements was that the ship was no more than 2500 tris.
I decided to work off some concept art that I found of the internet. Here is the image:
!!All credit for the concept goes to Steve ChinHsuan Wang!!
I started to break the model in more simple shapes and block everything out. Now I would Like to create a high poly and put all the details that the concept has into my model. But maintaining proper edge loops/flow seems to be next to impossible! In addition I can't get the nice sharp edges that the concept has. Everything comes out so smooth.
Does anyone have any tips and tricks as to how I can properly model this? Or is this out of my league, and I should focus and developing more fundamental modeling skills?
Here's my blockout/wire-frame: Please note I am not trying to be 100% accurate!
Replies
Here I would seperate into the following parts:
- Nose
- Side Engines
- Wings (connect them in the rear)
- side plates
- Cockpit Glas
- maybe the upper engines as well
I would start here with a paint-over to figure out the different objects the ship is made of.
Also keep on mind that the edge flow don't have to be "clean", what counts is the look of the High Poly end result (and don't bother about Polycount in your highPoly Model^^).
Which, btw, your upper wing shape is way off. Look at the right wing.
Having a 2500 tri limit sort of implies the texture won't be super high-res as well. I'd consider doing the highpoly without turbosmooth and using multi-segment chamfers instead.
Or even directly model the lowpoly with multi-segment chamfers and texture it with tileable textures.