Greetings everyone, I am chr0nicler. A 3-D modeler who two years ago took part in the throne room challenge to test my skills. And. I sucked, no two ways about it I was terrible. For this reason I have resolved myself to improve my skills in the art of 3-D modelling and while I will likely not be considered the best, I will be something just as important; my best.
And with that, allow me to welcome you all as companions on my journey of self-discovery and self-improvement and witness the failures and triumphs on my road ahead.
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I based the ship on designs from one of my brothers favourite games of all time, Skies of Arcadia and when I recommended some names for the ship, he chose to go with Mirifica. On a side note, the ship's chosen name is a Latin word that translated means awesome. Yes. My brother's ship is literally awesome.
My work on the ship yielded promising results and I hope you did for the next phase of my 3DS Max training.
However unlike my 3DS Max work. This one proved a bit more challenging to bring to life as utilising tools unique to the software such as the symmetry tool may designing it complicated than that need to be. But as a wise man once said; defeat is but an opportunity to begin again wiser then before and this exercise has gained me some useful experience that they intend to utilise in a new ship design based on some concepts that I have been musing over for some time.
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p.s
thank you for the picture advice, it was vary helpful.
Why are you starting off with primitives here and just rendering them?
As advice to help you in the long run, I would look up professional workflows and copy them.
An example like this Fire Extinguisher tutorial help me get a start on putting out models with consistency.
https://cgi.tutsplus.com/tutorials/create-a-game-ready-fire-extinguisher-with-3d-studio-max-part-1--cg-31384
Once you have props, you can start putting together an environment. Unreal Engine offers a great tutorial on level building.
https://docs.unrealengine.com/latest/INT/Engine/QuickStart/