Hey polycount,
I've made this thread on which where I will be posting the models I'm making for a mmorpg project. The game is space based and what we are aiming for is something similar to EVE online.
So the first thing I have made is this cargo pod, which is for supplies, goods and equipment. It's not that large. The pod is for a ship that can have 3-8 crew. As you can see from the screenies there is a keypad on each door where the person will be able to access and open the large doors. The indents in the sides are for clamps that will be able to holster it next to the ship, one on each side. Mainly just the center 4 indents.
I'm up to the texturing stage and baked out a normal map from a hp. Everything was going fine until I decided to start on the diffuse. I have no idea where to start with the diffuse and what kind of style the textures should be. I would like it somewhat similar to eve online's textures although it is hard for me to replicate. The reason being why is that when I look at EVE online stuff the ships are HUGE and comparing that to my little cargo pod, texture wise I don't know what to do.
I'm not that good at sci-fi texturing because I've never done it before. Some of the parts on top are just random bits and peices. If you guys could guide and help me get on the right track with a start that would be great. I don't know what kind of colors, style I should use. Mostly when I look at space concepts the texture is very basic and plain. I was thinking maye some dark brown orange rusted color for the door. Not too sure on the panels and other stuff on it.
If you could help me get started that would be great. I'm no good with spaceships, but by the time I have finished this thread I hope that I will be much better at it than I am now.
Anything appreciated
Replies
as for the diffuse, a good starting point would be to decide on an overall 'feel' for the spaceships. are they going to be bare metal, are they going to be old and battle damaged, are they painted or plastic. Also. is the feel going to be ultra realism, or maybe more styalised... from there you can start gathering ref for that kind of material, and have a good starting point on the diffuse.
good luck looking forward to seeing some more spaceship designs!
Decided to go with a bare metal realistic type look. I think I've nailed the metal for the diffuse for now, the spec needs a lot more work but I'm only about an hour into progress.
I'm still finding it difficult to break up the color because right now its gray all over.
Any ideas would be appreciated.
the second option would help make the cargo pod looks more visually dynamic at both distances and insure that from afar it doesnt just read as a rectangle with small jittery details in it.
http://dark-maggot.deviantart.com/art/Sci-Fi-Door-127837122
Can we see the UV's for this too?
Basically layed out some galvanized metal textures on a very low opacity on some bare Grey, then upped it more on the specular. Scratches were the same, low opacity brush, either racer's brush or a 1px with some adjusted scattering.
Pretty much finished the Pod, Using viewport shader for this one.
Now working on the cargo ship. Still pretty early, although I like how it looks so far.
Cargo will go along side that front area, possibly 3 on each side, so the pods will be quite small.
http://www.game-artist.net/forums/spotlight-articles/42-tutorial-hard-surface-texture-painting.html
And yea, Logan's link is an amazing tutorial.
Now an update on the cargoship. TBH, I Hate how it looks. It's not finished but the metal I was trying to achieve didn't turn out so well. Could anybody help me out with this one, it's hard to find some good sci fi refs for metal.
Also the color is just bland and brown. Looks really weird when I add some hints of blue. Right now the spec just has the diff plugged in.
Especially I am struggling with getting a proper base for the areas that don't have any props and what not sticking out.
- Cargopod,
Maybe a company logo emblazoned on the sides? Look at containers, they very often have the logistics company name in big letters, why would the future be different? Doesn't have to be a name, could be a cool looking logo.
Personally I'm not fond of the rounded light things on the sides but the small ones are a good idea. Maybe slightly smaller and on the bottom as well so they could work as warning/navigation lights, in case they would be free floating?
The red lines doesn't really work for me, they look like they're there because you couldn't think of anything else to put in. I think a big logo would be enough, I really liked the plain grey even. Barcodes is another good suggestion, as well as some sort of shipping text sprayed on. Again, look at containers, they have all kinds of weird numbers on the doors.
A slight reflection map might help liven it up too btw. Doesn't have to be strong, just a soft soft blurry reflection of stars, suns and nebulae
-Cargoship
Really like where this is going. Maybe do a small detail normalmap with some greebly bits, like tubes and blocks and whatnot that you can use in places?
For big empty space, maybe add a logo, same as on the cargopod to show that they are the same company or you could have a separate one if the ship carries cargo for different companies.
Some small windows here and there to add some glowy bits (that make sense... sort of)?
Antennas?
I think you could try and add some protruding/extruding stuff to get a more interesting silhouette.
The overall design works for me and has potential, but:
Thanks sure made it stand out more.
@urgaffel
Great idea about a reflection map, never tried one but looking at games like sins empire it looks really good. The round glowy bits you were talking about are actually windows. The size of the crate only holds goods of small weapons and supplies. Thanks for the crit!
@motives
Actually while I was making this I had a fairly good study of the silhouette and it wasn't too bad. I guess It will be more noticeable when the light source is on the other side, showing the edges a little better.
@Slave_zero
I definitely agree with you about the size, I'm hoping that with the cargo pods next to it and windows textured on the cockpit/command, the player will be able to see or imagine the size. As for loading bay, I'm attempting to make some extending arms that go along the top of the ship and attach to the cargopod. Cheers for helpful crit.
The ships are not meant to be too detailed. The ships won't be noticed up close ever, The game is similar to EVE online and ships will be viewed from afar unless your flying it. The ship is meant to have 5-10 crew, it's not large and it is a minor ship within the game.
Some progress on the texture, Still haven't done a spec map or textured the command.