These are fantastic, well done! I love chunky spaceship designs. how long did these take you to make?
Hi Stinkfoot, on those ones something like 3/6 days depending on the complexity of the model
3/6 days ? WHAT ? HOW? sry for caps awesome work!!!
I'm with him. As someone who models a lot of hard surface vehicles I would normally find that very difficult to believe. What's your workflow like? What does the high poly look like? Were most of the high poly assets ripped from another project or something?
These are fantastic, well done! I love chunky spaceship designs. how long did these take you to make?
Hi Stinkfoot, on those ones something like 3/6 days depending on the complexity of the model
3/6 days ? WHAT ? HOW? sry for caps awesome work!!!
I'm with him. As someone who models a lot of hard surface vehicles I would normally find that very difficult to believe. What's your workflow like? What does the high poly look like? Were most of the high poly assets ripped from another project or something?
Stuff like this doesn't necesarrily need high poly assets, you can chamfer the major edges on the in-game geo, and then do all the fine detailing/greebles with NDO
How would you go about texturing this? Would you use just one repeating texture with a second texture just for details? Or does each piece have it's own uv space?
It would be really nice if you could do a screen-cast of how you make such a beast in 3-6 days. A little lack in english language isn't a problem - I know what I'm talking about The information is more important than a perfect english.
Here some screenshots, wireframe and PSD layers, I reuse parts of this model on other spaceships (similar to the guys who works on star wars models) if I will have to create unique stuffs for every ship I will spend much more that 3/6 days I usually start in Photoshop drawing lines (Hull plates) later add some scheme colors, finally add some weatherings in NDO and refine dirts, logos etc in Photoshop, its a long process so this is a short resume of my textures workflow...
It would be really nice if you could do a screen-cast of how you make such a beast in 3-6 days. A little lack in english language isn't a problem - I know what I'm talking about The information is more important than a perfect english.
you just miss.. I just ulpoaled 3 minutes ago some screeshots
It would be really nice if you could do a screen-cast of how you make such a beast in 3-6 days. A little lack in english language isn't a problem - I know what I'm talking about The information is more important than a perfect english.
you just miss.. I just ulpoaled 3 minutes ago some screeshots
i'm a master when it comes to timing so you re-use small parts for several ships but the main body is built unique? do the small parts share one big texture and then you've a 2nd texture for the unique body?
It would be really nice if you could do a screen-cast of how you make such a beast in 3-6 days. A little lack in english language isn't a problem - I know what I'm talking about The information is more important than a perfect english.
you just miss.. I just ulpoaled 3 minutes ago some screeshots
i'm a master when it comes to timing so you re-use small parts for several ships but the main body is built unique? do the small parts share one big texture and then you've a 2nd texture for the unique body?
I reuse some small parts (details/props) and yes the main body is unique for every ship and add new small parts for every each new model, there is just one 4096x4096 texture, as the small reused parts are already unwrapped I save lot of time.
80k poly would be too much for a game like starcraft but somewhat okay for a fps space shooter game due to the large vehicle scale in a flight sim. Although I think you can do better on your poly count and only use what's needed. Baking some high res would lower your poly count and eliminate some unnessary edge loops. Overall your poly topology is good.
4k unique texture would work fine in a portfolio or a game where the camera never gets up close to the ship, but may not hold well if game camera ever flys into this battle ship up close. Multi material spatmasking or texture material tiling or other shader material tricks would be needed in a game space flight sim game if you want to retain good pixel density.
Overall Awesome work in a such a short time. At the end of the day it's all about end results and it looks great from those screenshots.
Replies
Is it planned for a space sim, RTS or what?
You should tottally add some directional effects like scortch marks on the ships that might have gone through re-entry.
I usually start in Photoshop drawing lines (Hull plates) later add some scheme colors, finally add some weatherings in NDO and refine dirts, logos etc in Photoshop, its a long process so this is a short resume of my textures workflow...
so you re-use small parts for several ships but the main body is built unique? do the small parts share one big texture and then you've a 2nd texture for the unique body?
Did you convert just the black panel lines to normals or did you convert your entire image with text, dirt and everything to normals?
Here's my honest critque.
80k poly would be too much for a game like starcraft but somewhat okay for a fps space shooter game due to the large vehicle scale in a flight sim. Although I think you can do better on your poly count and only use what's needed. Baking some high res would lower your poly count and eliminate some unnessary edge loops. Overall your poly topology is good.
4k unique texture would work fine in a portfolio or a game where the camera never gets up close to the ship, but may not hold well if game camera ever flys into this battle ship up close. Multi material spatmasking or texture material tiling or other shader material tricks would be needed in a game space flight sim game if you want to retain good pixel density.
Overall Awesome work in a such a short time. At the end of the day it's all about end results and it looks great from those screenshots.