Hi,
A few days ago I started a new project. The idea is to build a 3D model of the spaceship my Warhammer 40k - Dark Heresy Group i using and bringing it into Unreal.
We use the deckplans of this vessel:
http://0-hr.deviantart.com/art/Lakota-145909732NextSo my challenge now is to making is "WARHAMMER" while keeping the basic form (so we can use the deckplans for play).
I started by blocking out the decks and then build the hull around it.
I'm now adding more details to the hull (starting at the engines), to get the "WH40K" feeling.
So far this is my progress:
Next will be the rear middle part. For this I'm aiming to get some sort of church-roof structure, without pushing the silhouette too much (to keep the sleek, fast desi
gn).
From a technical standpoint I want to use substances as much as possible, as well as custom normals for the big parts.
If anyone has some tricks, tricks or feedback I would be very happy to hear it.
Replies
Try to get it like a chapel, to keep the warhammer look:
If someone already have some tips feel free to post them.
Yet the top armorplates look far to simple, so have to figure out something there.
Also still thinking of where to put the three light turrets.
Now I have to figure out and learn how to setup the UVs so I can use tileable textures for the most parts of the model.
First I had a vertical hatch, but when I tried to get the mechanic done for it I found out that a sloping hatch would make much more sense.
At the moment I'm at ~150k verts. But I think as soon as I apply the chamfer edges/weighted normal workflow to all parts it will skyrocket.
The plan now is to get a consitent level of details throughout the whole shipand then decide which parts will be covered with tileable textures and which one with unique.
So this will be the first area of the ship which get "game ready". So at the moment I'm adding more geometry and also decide which parts will be using tileable textures (e.g. the ground, roof and the X-Walls) and which one will get unique textures (e.g. the collumns and the door mechanic).
most of the parts of the lower cargo bay are ready.
next will be the mechanic parts of the ramp as well as the last interior parts (front and rear side walls)