I was recently contacted by a company making a space game (not sure if I should name any names) about working for them as a junior vehicle artist. It would be my first industry gig so of course I got excited and wanted to jump right in, so I started working on a spaceship to show my interest to them. During my interview the interviewers told me they liked what they saw and that they would like me to finish it and use this in place of a regular art test.
Here's what my ship looks like so far:
Here's a closeup of the landing gear as well to show the level of the detail I'm going for on the more exposed parts:
It's based on concept art by
Oscar Cafaro (used with permission):
Todo:
- Rethink the landing gear as it seems too big to collapse into the ship right now. I might need to base it more on something like a small private jet instead of a big Boeing 747.
- Add detail to the engines
- Add more detail on the wings
- Model the inside of the cockpit
I'm looking forward to hearing your feedback!
Replies
Looks promising, so I'm subbing
As for the landing gear, in the concept's perspective view it seems like there are only 2 wheels per side, but on the ortho it seems like its a triple-wheele setup. Your landing gear has 4 wheels per side, which does make it seem abit bulky.
Try going with something like this:
Edit: Oh... and I really like the presentation. mind sharing which renderer did you use?
You've got a really nice portfolio too, I really love your Jeep!
Thank you! Yeah, the landing gear is just too big right now, so I'll definitely need to make them sleeker. I'd like something a little bit bulkier than what's going on on that rocket but I think it's definitely a step in the right direction.
For the first shot it's just a simple render from Blender Internal as I just wanted to post something quick. The landing gear shot is from Keyshot (as it's the same shot I presented on the interview) with a simple black paint material and one of the colorful interior HDRs.
But if you follow the specs in the concept it seems it is designed with the same specs as the current space shuttle so even if you design the exact same landing gear system it will work.
Sure, here you go, mate:
I am heavily using modifiers in Blender to keep the model somewhat easily manageable. So here's what I'm doing:
1. I split and creased the purple edges.
2. I added some thickness to the panels with a solidify modifier (shell modifier in Max).
3. I used the double SubD workflow with 2 subdivision surface modifiers so that the first one would use the creasing and the second one would ignore it.
If I were to re-do the model I'd use bevel weights (and modifier) instead of the subd to get the panels looking right early on (and keep it more manageable), as I jumped a bit too early onto subd because I needed to have something to present on the interview. The wires are a bit messy in places for the same reason as well, but I think I've managed to hide most shading problems pretty well.