Original concept art by Alex Clarke (lead artist, Edge Case Games) ---------------
Much like the TDS Equalizer I remodeled recently, I'm remaking this entire ship for Fractured Space for optimisation reasons. The original asset is 384k triangles and 33 sub-materials, particularly the material count needing reducing. I'm currently at 120k and 5 materials, final count should be under 200k tris and 8 sub-materials. Missing stuff at the nose and rear of the ship mostly, as well as overall polish and treatment.
I'm also putting my own twist on the design in a few areas to reduce the "kitbashed from previous ships" look I felt it suffered from a little bit.
The leap in quality of this ship from the old is impressive. And it's amazing that the higher fidelity visuals is also more optimized. Fantastic work! I look forward to seeing more!
Replies
how did you go about texturing, did you use substance, you used 5 maps you said, like 5 diffuse, 5 spec ?
Very heavily driven by the shader in unreal & pure R, G and B vertex colour to separate colours per each hull material.