Hey all, long time no post! I thought I'd share some images of The Gladiator, a carrier-based torpedo-plane and space-to-ground dive bomber that I created for Star Citizen.
It was originally concepted by the talented David Hobbins and Andrew Ley, I then further refined the design as I developed the real-time asset.
There are also additional shots on my Artstation:
https://www.artstation.com/artist/trevelyan
And (shameless plug) I've just started a facebook page for WIPS, tutorials, links to good scripts, job links and whatever else springs to mind, so for anyone interested, give it a
like here:
https://www.facebook.com/pages/Matthew-Trevelyan-Johns-Art/651692338300583
Anyway! All shots shown here are of the in-game model, rendered in the Cryengine. I was responsible creating the entire ship through it's full production cycle (modelling, texturing, shading, additional design work for animated elements, lighting, LODs, proxy work, damage states)
Hope you like it! (Warning picture heavy post).
Exterior Shots:
Replies
Can I ask how much tris it used? Also, I see a lot of individual materials, how much it used , including all the decals, emissives, etc.?
Also, I was expecting more supportloops, and less chamfers, after seeing some videos and screenshots. Did you baked whole parts from highpoly, or relying on "med-poly" normals? I would be interested in the used methods.
In fact, I have the same question did you baked from the high poly, for the major parts or only for detailing.
As far as I know, most Star Citizen Starships use chamfers and edge loops to get nice edges. Then a multi material with various tiling textures to achieve high texel density.
Each of the "material spheres" above probably represents one sub material.
In regards to the technical questions, like Zezeri said, the ship uses a master material, with a bunch sub-materials. These are generally broken down into categories like 'metal', 'painted metal', 'chair upholstery' etc etc. Each shader has it's own texture inputs and can make use of a secondary blend shader controlled by vertex alpha if we deem it necessary - great for achieving subtle wear and tear in areas of occlusion.
Sometimes these shaders contain details baked from high poly models...But the entire ship itself is not baked from a single model. It's simply far too big to be custom baked and still retain decent texture resolution (plus making design changes to custom bakes are not fun!). So we use edge loops and custom vertex normals to attain the smooth, high poly look to everything and floating decals for livery and numbering etc
As for the lighting setup, these shots were taken in our real time PBR test scene (courtesy of our Principle artist Nathan Dearsley), which is a scene with various light modes we can cycle at the flick of a button, if you check out my website you can see those same 'material balls' in each of the different lighting scenarios.
I do want to add that there's no way we'd be able to make ships look nearly as good without the expertise of my good friends and colleagues Nathan Dearsley and Neil Mcknight, without their combined knowledge and hard work, the ship development pipeline wouldn't be nearly as technically advanced and definitely wouldn't allow us such creative freedom
Hopefully I'll get some videos of all of the animated parts of the ship too, the cockpit and landing gear animations took a long time to figure out, but are worth a look
Hope this answers some of your questions
And Bedrock - Our very own Nathan Dearsley played a huge part in the development of Alien Isolation, we're extreeemely lucky to have him on board for Star Citizen! As for the ship being a huge undertaking...it's probably the hardest thing I've ever made, but super rewarding!
Thanks for all your comments guys, i'll try to get a few more pics at the weekend of the stuff i've talked about
Obscura - that's correct for the most part, tiling textures and decal use for details, even for the bolts, the only exception on this particular ship is the yellow interior texture, I baked rivet marks and panel lines into it and just manipulated the uv shells as best I could to make it work for me
Soldier63 - thanks man! As for streaming...Unfortunately we don't currently (it would be a very long video!) But i'm currently recording myself working on some personal 3D models and will have those vids up on my facebook page and youtube channel in the near future - all links to my stuff are on my artstation page btw, which is linked at the top of this post.
PhilHowlett - yeh budddyyy, you guys need to get some Tally shots up soon! She will break the internetz.
As i've said anyway, i'll get some texture flats and a couple additional images this weekend hopefully! Thanks everyone
One thing I am curious about with concerns to your damage system. I see that there is vertex coloring on a separate UV map? Wondering how you get that to work with in CryEngine?
So when the ship is damaged you show the alternate damage textures and also change the alpha to see the ship hull/cage model beneath? Also how are you breaking away pieces? Should I separate areas off that need to break away still?
Also is there a particular reason why 3DS Max is in use for the modeling and then the move to Maya for animation. Is there something particular that 3DS Max is really needed for? I work primarily in Maya so that is the reason I ask. Not that I cannot in Max, but I'm not as skilled in that.
I've been a part of TNGS(Ephalanx of team Tri-Tri - Drake Silverback) featured in the Fan Ships sportlight, and in the modding section for a bit now and also working on my own models for SC for about 2+ years and I'm feel like just beginning to crack some of the code on how these ships should be setup. Any assistance would be appreciated if possible. I really want to get one of these finished and setup as best I can so I understand the process.
Again, very, very clean and awesome work, I hope to get to that level one day.