Hey guys! My first post here I believe.
I've been working on a spaceship for an upcoming game release, and I'd love to get some crits on it if possible?
The goal with this ship is to have a believable design, as if it could've been created by the human civilization in about 200 years. Also it must look aerodynamic and slick. (Yes, I know there's no use for Aerodynamics in space, but it looks cool
!)
Anyways, here's the WIP shot. About 1 week's work put into it so far.
I could also mention that it is not MY concept, so design comments are not encouraged. The team has a concept artist and the concepts have to be followed.
Replies
why does a space ship need desert camo?
[/ QUOTE ]
Lol, I asked myself the exact same thing, but the Art Director wanted it!
I'll be making a Black version and a Blue version as well. I'll post them all here once I'm done.
Thanks for the comment!
I like it so far, the glow is nice, I'm looking forward to seeing this further along.
how big is it in relation to a person?
because of the future space deserts.. duh. they have to blend in.
I like it so far, the glow is nice, I'm looking forward to seeing this further along.
how big is it in relation to a person?
[/ QUOTE ]
Lol yeah! Space Deserts is the shit!
The size? It's about as big as an F22 Jetfighter. Perhaps a bit bigger.
Thanks for the comment!
Looks cool. I definitely agree with ferg, it needs another layer of detailing to sell the scale as a ship.
[/ QUOTE ]
That's exactly what I'm working on atm. The dark area between the armor and hatches.
Currently adding tiny little lights, plates, panels etc.
I really hope that'll give the scale away. Otherwise I'll have to go back and do some more modelling. But yeah, hopefully some texture work will sort that out.
Very cool. I love the engines on it
Maybe add some tiny hatches or panels...so someone can shot a torpedo in it and destroy it...every ship needs one of those.
The 'aerodynamics' could be explained as radar reflecting stealth angles (although it doesn't really look like it) or maybe its to deflect bullets / lasers.
Overall I think it looks sweet.
That looks great Disting. Is it for Angels Fall First btw?
[/ QUOTE ]
Thank you!
No, it's for another game which hasn't yet been announced, but I promise you, you'll look forward to it once it's official!
I'll upload an update in a few hours before I head back home!
i think the scratches on it are throwing off the scale... they're not huge scrapes, just tiny scratches scaled up.
i think the scratches on it are throwing off the scale... they're not huge scrapes, just tiny scratches scaled up.
[/ QUOTE ]
Good point! I'll see what I can do about it!
Feeling really exhausted and unwilling to work after 2 intense weeks, so I'm really grateful I'll be spending this weekend with my girlfriend.
Anyways, today I worked on the normal maps and the specular maps. I also worked on the interior and UV-mapped it.
Also, for the renders I'm about to show you I tried a few different light setups just to see what it could look like in the game, but yeah.. I didn't do much texture work today unfortunately, but enjoy this collage!
sweeet
[/ QUOTE ]
Thank you! ^__^
This caused me some problems.. When I removed the camo all the scratches became too rough, which led me to removing that base metal.
Now I've remade the base, but I'm not entirely happy with the result..
Any of you have any ideas? I'd love to hear 'em!
Or if you like it as it is, please lemme know!
Enjoy! Hope you like it!
i think there's still a lack of scale information, but a lot of spaceships suffer from that out of context.
thumbs up.
Something that may help bring character to the paint is if you take on of the panels and discolor it a bit. This hints at that panel having been replaced/repaired and they couldn't quite get the paint to match.
I really dig the design!
Your comments really made me feel more secure with the non-camo aproach. Really appreciate it.
About the scale issue... You have no idea how much thinking I've made about that, but still I haven't come up with an idea that won't interfere too much with the original concept.
Really stressing me out.. =/
http://games.tiscali.cz/clanek/screen_detail.asp?id=12578&img=bog2.jpg
The´ve got some nice details like landing docks and little elements that give the whole thing a good sense of scale. Otherwise, try looking at some of the X3 Reunion ships....
Also did some work to the Normal Maps.
Primary changes are fixes to the base material and I added colour variations here and there.
I really hope you like it!
For now, enjoy these new renders!
I just recieved my 2nd concept now, and before I finish this off 100% I will model and texture the new concept to see if this type of texture can be applied to the other ships as well. If it works I will just add teeeeny weeny tweaks and call this finished. If it doesn't I will have to redo a few things on it.
Things I will change are the scratches on the black version. They are a bit too apparent and bright.
Anyways, enjoy it!
Thanks for all your comments!
Alex
Very nice models. Love both textures on the first one, and don't think the black one's lost too much paint. It looks like a working ship.
http://www.vimeo.com/636166/
The pilot enters a pod which gets inserted into the ship.
Good ideas Sage! Will definately see to them when I get back to the interceptor!
Alex