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Futuristic airplane engine - props

polycounter lvl 14
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Axcel polycounter lvl 14
Hi, I'm doing some simple prop, inspired by mass effect 2 world.
This engine isn't from airplane crash, just spend many years on junkyard.

Already I have high-poly model made by 3ds max and zbrush.

Dents aren't exactly how I want, cuz my skill in Zbrush isn't enough. :)


engine2.jpg


This same with different shader:
www.cg3d.pl/a/engine1.jpg
www.cg3d.pl/a/engine3.jpg

Replies

  • fearian
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    fearian greentooth
    looking good! but uh, do you really need so many pictures??
  • NoisyMonk
    Yep, looking pretty cool!

    Not too sure about the turbine blades though.. I'm no expert, but I'm not too sure that they would be able to bend like that, or what kind of forces would cause them to bend like that either. I agree with the dents, not perfect atm - some of them look a bit large or over exaggerated.

    Still a nice piece, and with some small touch-ups it could great.
  • Axcel
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    Axcel polycounter lvl 14
    I remodeled this engine, i hope this time is better. :)


    engine90.jpg
  • P442
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    P442 polycounter lvl 8
    looks cool, but don't know if an engine would crumple like a soda can, and I think the fan blades would not warp like that, but rather just break off. Also, I don't think it looks very futuristic, by that I mean, it looks too much like a regular jet engine. I think you've taken on a real challenge here.
  • spider2544
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    spider2544 polycounter lvl 11
    im not sure why you chose Zbrush as your tool for an object like this.

    you even say that dents arent what you wanted, Zbrush isnt the best tool for hard surface modeling i think you should start over in maya/max
  • spider2544
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    spider2544 polycounter lvl 11
    im not sure why you chose Zbrush as your tool for an object like this.

    you even say that dents arent what you wanted, Zbrush isnt the best tool for hard surface modeling i think you should start over in maya/max
  • I_R_Hopo
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    I_R_Hopo polycounter lvl 14
    spider2544 wrote: »
    im not sure why you chose Zbrush as your tool for an object like this.

    you even say that dents arent what you wanted, Zbrush isnt the best tool for hard surface modeling i think you should start over in maya/max

    He did make it in max, he's just doing the dents in ZBrush.

    On topic: The fan parts look very much like paper how they are right now. They are fairly resilient, being made to suffer a lot of stress, they probably wouldn't bend in such a way.
  • I_R_Hopo
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    I_R_Hopo polycounter lvl 14
    Edit: Sorry, forum went and loaded weird, so accidental double-post. (Anyone know how to delete messages?)
  • Flava-Fly
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    Flava-Fly polycounter lvl 9
    I really dig the first two sections, especially the riveted patches that where added on the second iteration but its the third piece that causes me concern. It just jumps out at me as being out of place, they look a little like beads on a piece of string. An increased size and detailed 3rd section would balance the asset a lot I feel. The dents also suggest a very thin metal, removes some of the oomph from your engine.
  • Axcel
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    Axcel polycounter lvl 14
    Thanks for comments.

    Flava-Fly, I'm also not sure about these "beads on a piece of string". ;)
    But I like "oomph" if it is, what I mean. This makes metallic look for this surface.. also it looks like like a tin.

    Yes, I made clear engine in 3ds max and dents in... Mudbox... I tried Zbrush but I don't like interface. Mudbox is more friendly for me.

    About fan, this was my reference:
    http://upload.wikimedia.org/wikipedia/commons/a/a2/Crash_Turkish_Airlines_TK_1951_plane_engine.jpg

    But this engine is after airplane crash. ;)
  • HAL
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    HAL polycounter lvl 13
    I guess you should think about what you connect with "futuristic", as atm your jetengine looks really bulky.

    Jet engine cases are way thinner than one would believe (WAY THINNER)
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