The millenium falcon and the jump gate are cool but a little hard to read in my opinion. The rest of your stuff is awesome.
How do you begin to work on designs like this? While creating the initial design do you block out the major shapes? Then do you make a library of cool shaped pieces and then start mashing them together with arrays and greeble scripts while considering the balance between highly detailed areas and low detail areas?
I agree I wasn't too happy with those but they're out, will probably reuse them someplace better.. - I usually tend to block out really large volumes and then go to zbrush and slash away with zmodeler, I really got a pipeline now.. I stopped using procedurals as this actually becomes quicker.. - then back to 3dmax to assemble and copy geometry around, sometimes I reuse parts of things I did before.. - learn 2 or 3 things and repeat them until it's a style
glad you like.. you can follow me on patreon, I'm trying to dig up a way to do something usefull there - maybe release models and stuff as well as the process https://www.patreon.com/robob3ar
today's theme fallout vault 404 base mesh 3dsmax, zbrush zmodeler for detail and rocks, back to max, octane and ps va
guys, thanks for commenting on my stuff and suggestions - I think I might as well do the star destroyer, it's all about finding the base mesh, it's gonna be my style cause just copying is a lot of work, and then it's a copy , it's much faster if you don't stop and have to compare each detail
- here's my version of the alien ship from prometheus (and alien), I mean inspired by those versions.. 51-281115 alien ship X2 prometheus inspired 3dsmax for torus shape and base mesh, zbrush for some sculpting and zmodeler for high details, back to max for octane render and PS
I'll just leave a few ideas for you that could be beneficial exercises or just stuff I would like to see . - Halo 1 Pillar of Autumn. - Halo covenant ship. - Maybe try a city environment in the likes of Blade Runner. - You might try something with a lot rounder shapes. I'm not sure how easy that would be to do with your current workflow but doing something with lots of round shapes might be interesting. - You could probably do something really cool with a Dyson Sphere (A theoretical mega-structure to capture and utilize the energy of a star). - With the cool backgrounds you have you could make a viewing dock on a space station.
Although your backgrounds are cool with the spaceships I think they blend with the spaceships a little too much. I think setting the star destroyer on a selectively blue portion of that background would help the oranges stand out more bringing the ship into the foreground.
I think it would also do you well to tone down the noise on the backgrounds a lot since you're designs are pretty noisy. This will help pull focus to your ships but give people an area to rest their eyes.
The final thing is the values across the screen are pretty flat. In star wars for example star destroyers are very bright in comparison to the background. This really makes them pop. This is just one example. I think either going with a dark background and light foreground or vice versa would help your compositions a lot.
thanks for those, I am aware of most of it, this is what I went with as it was 5 am, and no more time for trying out all of backgrounds.. also I'm doing everything with a dark theme so wanted to do a black one, grey is more visible true ..
- anyways, I did round things, so now I wanna do rectangular, and will take your stuff for motivation - only there's a star wars challenge on cg plus so I'll force myself to do a star wars theme daily - they want cross referenced themes, anything goes, so I'll stick to that, and see if I can get inspired with recommendations - I'll do a shieldship today (if it doesn't change to something else )
Are you doing the grebble by hand or you got the good old grebble script in the background (doesn't look like it though)?
How is your mindset towards giving your pieces a sense of scale? In other words, how are you incorporating it in your renders? I'm not feeling the grand scale of your models quite as much as they maybe could, of course this is highly subjective .
Love your 56-031215 millenium enterprise, and tie fighter redesigns! Glad to see you're mixing things up a little as well design wise. Still looks like your work but it's refreshing seeing new stuff like steampunk and clean minimalist stuff like minority report.
count vader, cant you see it's not entirely his thing inspired by the B, but I think I went on my own path (the numbering thing is the only logical way to keep track of how many things and which day is it, realized I need to organize that thing)
Haha, that probably came out like I was berating you for ripping him off, I more meant I recognize the influence, your stufff looks great and definitely has its own feel. EDIT: Wait so are these from a game engine, or offiline renders?
Very cool Thread you got going here, love the daily exercise, can never keep myself up to the promise to do it daily. Lovely neat look you achieve on your pieces. keep them coming!
thanks guys - it's getting tough, but I manage, I'm thinking somewhere here lies the true meaning of things, getting closer there - - before I used to do bunch of tests, and nothing to show, so this is again learning, practicing sitting down and doing a completed thing, with time ideas start popping on their own ..
.. back on star wars theme for the month - luckily there's tons of tie classes
I was messing around with your technique and developing my own workflow for something sort of like this. I was curious as to how you handle the uv's and texturing. UV'ing something like this is basically causing my 3ds max to crash. At the same time getting textures to effectively use the uv space and keep it detailed without repeating forms badly has been a challenge.
thanks, and well.. UV's yeah, I just g set it at box mapping and fake it as best as I can, otherwise this would take too long .. fake it till you make it , use PS to randomise and fake more..
Replies
space staion X2
- top part is glass, for civil area..
https://www.artstation.com/p/La1vK
.. inspired by Tierno Beauregard piece https://www.artstation.com/artwork/obVyB
- I usually tend to block out really large volumes and then go to zbrush and slash away with zmodeler, I really got a pipeline now.. I stopped using procedurals as this actually becomes quicker..
- then back to 3dmax to assemble and copy geometry around, sometimes I reuse parts of things I did before..
- learn 2 or 3 things and repeat them until it's a style
next one - circular corridor
today's theme
fallout vault 404
base mesh 3dsmax, zbrush zmodeler for detail and rocks, back to max, octane and ps
va
https://www.youtube.com/watch?v=nizl8qdY9ww&list=PLLFp_pBxUzkgwluCTDRCREulGg1X5n57v&index=1
zremesh until I get a good polyflow with large enough polys, and play around the scene and explore the tool and the object..
- here's my version of the alien ship from prometheus (and alien), I mean inspired by those versions..
51-281115 alien ship X2 prometheus inspired
3dsmax for torus shape and base mesh, zbrush for some sculpting and zmodeler for high details, back to max for octane render and PS
3 hr
here it is guys - I died a bit doig the greebles, and not so clean geo, but I'm happy with this, I know how to do star destroyer types
I'll just leave a few ideas for you that could be beneficial exercises or just stuff I would like to see .
- Halo 1 Pillar of Autumn.
- Halo covenant ship.
- Maybe try a city environment in the likes of Blade Runner.
- You might try something with a lot rounder shapes. I'm not sure how easy that would be to do with your current workflow but doing something with lots of round shapes might be interesting.
- You could probably do something really cool with a Dyson Sphere (A theoretical mega-structure to capture and utilize the energy of a star).
- With the cool backgrounds you have you could make a viewing dock on a space station.
Although your backgrounds are cool with the spaceships I think they blend with the spaceships a little too much. I think setting the star destroyer on a selectively blue portion of that background would help the oranges stand out more bringing the ship into the foreground.
I think it would also do you well to tone down the noise on the backgrounds a lot since you're designs are pretty noisy. This will help pull focus to your ships but give people an area to rest their eyes.
The final thing is the values across the screen are pretty flat. In star wars for example star destroyers are very bright in comparison to the background. This really makes them pop. This is just one example. I think either going with a dark background and light foreground or vice versa would help your compositions a lot.
- anyways, I did round things, so now I wanna do rectangular, and will take your stuff for motivation
- only there's a star wars challenge on cg plus so I'll force myself to do a star wars theme daily - they want cross referenced themes, anything goes, so I'll stick to that, and see if I can get inspired with recommendations
- I'll do a shieldship today (if it doesn't change to something else )
pumped up the background so it read a bit better.. wanna keep my dark theme, which is difficult in all cases..
https://youtu.be/dWSRudkHR9s
Are you doing the grebble by hand or you got the good old grebble script in the background (doesn't look like it though)?
How is your mindset towards giving your pieces a sense of scale? In other words, how are you incorporating it in your renders? I'm not feeling the grand scale of your models quite as much as they maybe could, of course this is highly subjective .
Looking forward to see more designs from you!
https://www.patreon.com/posts/3881707
here's a TIE predator class stempunked/fantasy
EDIT: Wait so are these from a game engine, or offiline renders?
Lovely neat look you achieve on your pieces. keep them coming!
- before I used to do bunch of tests, and nothing to show, so this is again learning, practicing sitting down and doing a completed thing, with time ideas start popping on their own ..
.. back on star wars theme for the month - luckily there's tons of tie classes
61-091215 tie interdictor
I was messing around with your technique and developing my own workflow for something sort of like this. I was curious as to how you handle the uv's and texturing. UV'ing something like this is basically causing my 3ds max to crash. At the same time getting textures to effectively use the uv space and keep it detailed without repeating forms badly has been a challenge.
Any insight into this would be very helpful.
also
here's a royal naboo cruiser /fantasy