Space is infinite, or something ;P So is the supply of spaceships ;D
Anyway,
It's for our second game project at school and this thing is supposed to be around 40m in length. And it's supposed to be a support class ship, so not that many fancy guns. The two at the front of the ship are the bad guns, shooting some beams. And the two down on the "wing" are releasing some immense amounts of small robot things that like repair the targeted friendly ship (aka green beam ;D ) Cockpit on the top of the ship.
And worth mentioning, some smaller details such as plates and rivets/bolts will be added through heightmaps so some of the plainer areas are going to receive some more love once I start working on the heightmap :P
Please, feel free to crit this
This is the highpoly version ^^
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Oh whoops, I forgot to mention that this model is the highpoly ^^ Will be working on the lowpoly sometime this week
oobersli, Aye, I do, nothing fancy though just a really simple one I came up with. And now that I take a second look at it, I could probably work a little more on roughening up the silhouette underneath and at the back of the "shell". I'll see what I can get done in the morning Thanks mate
Lowpoly ended at 4068 triangles.
Now, time to bake a cake :]
Here's another update
Lowpoly + normalmap and ambient occlusion
Next up is some basic colors and heightmaps
Oh tomorrow is bashing time Neo xD I was thinking about adding a few scorch marks and the result of flying through space dust and whatever junk could be flying around in space.
But if I'm gonna design another spaceship sometime, it would be pretty cool making a flying wall, hehe. Just for the sake of breaking the aerodynamics thinking.
Just waiting for my classmate to start his own WIP with another of the classes in the game. Which is alot less aerodynamic. It's more of a flying pistol, which is pretty cool ^^
Red team:
Blue team:
I'll post some ingame screenshots of the ship later on when we get the shader working as intended. Then there will be reflectionmaps and bloom and stuff, hehe. So maybe it'll look a little better in there.
The wear and tear looks misplaced, imo they need to travel horizontally across. Imagine the spaceship's been through a lot of high speed asteroid dogfights...where would the scratches be? Which areas would be the most scratched up? What would the scratches shape like?
Just needs a bit more storytelling in the texture. Keep it up!
RE: Aerodynamics don't matter in space.
True, but you have to think about deflecting enemy fire. A big flat surface as the front would make a nice target.
If you don't look cool then you end up being one of those background explosions in a big space battle.
Cool ship.
it kinda made the proportions totally different from the other version of the textures ..
the ship went from being a huge cruiser kinda ship to more of a fighter, since you added those dents and scratches ..
might have been what you were going for though, seing as the cannons are more in proportion to the rest of the ship .. hmm
very well, go on
AsylumSeaker - I kinda like the lights on the ship, so think I'm gonna keep them. But we'll see how it looks ingame with all the shaders and stuff on. The red and blue things are there to try and define the team a bit, hehe.
Ged - Added some more stuff to the specular to make it a little more interesting.
renderhjs - The Red and Blue will stay as they are since they're defining the team that ship is in. And we'll see about the green, dunno how it'll look in the game later on when it starts spewing green stuff ;P
flow3d - Hehe, I'm gonna take that as a good thing ;D Since I was going for a more of a big "fighter". Except that this is a support class ship. But still, it's around 40m in length so it's not a big cruiser.
Anyway, here are the updates for today:
Had some more people poking me about the lights so fixed 'em up a bit. Lifted the cockpit up a bit at the back and pushed it down at the front to give the pilot a better field of vision.
Gonna have to leave the ship for a bit now. Need to get the spheremap working for our game so I'll be quite busy with it for the coming week. But if you see something that's really raping your eyes, just hit me with it ;D
Thanks for all the helpful critiques this far though!
Btw it looks even better in-engine with reflections n stuff!
Please, post the flat map... I am working in a spaceship too, and I am with some doubts...
I'll upload some screendumps from the engine latorz on when the reflection and hopefully bloom is added. :P
Thanks Ajunip, and hera are some flats for you, diffuse and spec:
Although, wouldn't it have been easier to orientate the major pieces of the ship-uvs to the texture-axes, so the hull-paint could have been easily done with a simple flipX/flipY?
The ships hull is rotated exactly 45 degrees so flipping some textures in photoshop was pretty easy. And the lines came out quite nice at a 45 degree angle aswell. So when painting the hull I just had to flip things vertically once and snap-rotate it a bit to get it to the same position as on the other side of the hull.