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Bagrat Skalski
Poseidaon
7464
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Posted - 2014.12.21 17:16:46 -
[31] - Quote
We indeed see more flowing shapes, in Caldari case, they are "low polygon" flowing. More importantly, the ships have one shape bigger proportionally, where you locate more of the ship spaces inside, mainly hangars, crew compartments, main warp systems, are complimented by medium sized shapes in different locations, these are medium sized systems holders, like platforms for weapons or communication/command bridges, engines. Small dits of equipment are very often doubled, in case of damage they could take, they stick out from main hull rather often, because of their function like antennae. Many smaller sized systems complimentary to the main systems can be partly visible in form of bulging out spaces, textured they would take more complicated look.
Don't look any further for negative energy, you will find it by being lazy.
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Baljos Arnjak
Dark Praetorian Order
65
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Posted - 2014.12.21 18:38:16 -
[32] - Quote
Looks pretty good to me.
A couple of nitpicks though:
First is the antennas on the front. They look weird pointing down at an angle like they are because they don't flow with the primary axis of the model. I'd either find a way to mount them so that they point straight forward, find a different spot, or remove them entirely.
Second, I think you can just remove the command bridge. Being based around capsuleer tech, EvE ships don't really need them. Something else to keep in mind is that most naval ship designs are based around having horizontal decks, and decks don't usually sit at an angle. So, what you could do is build your command deck into the downward bend so that it sits horizontal but up and back a bit. Also, remember that cruisers in EvE are something like 3-400m long, and a command deck might be something like 10-20m in dimension.
Third thing is the "Particle Warp Jets". I think you should redo those but don't start with a cylinder. When I'm modeling something like that, I'll generally start with a plane or a cube and loop cut and/or scale my way to the shape I want, then extrude back to get the volume of the object. That way you don't end up with funky edge loops like you get from fighting with cylinders. It really depends on what look you are actually going for though.
But yeah, I'd say this is VERY good if using Blender and designing ships is new to you I'd say the ship's angles are about right. It does look a little Prophecy'ish from the front but with textures it won't be as noticable, especially if you break up the "shock layer" into smaller armor pieces. Engine nozzle placement looks really cool, sort of like some of the Tengu builds.
Anyway, generally, I like it a lot =) |
VaIefar Drekavac
Independent Sharpshooters
6
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Posted - 2014.12.21 19:12:05 -
[33] - Quote
Nifty looking thing - though, personally, I don't see it being a cruiser. Would be nice for being a frigate / schuttle or hence, a fighter - though. |
Barrogh Habalu
Imperial Shipment Amarr Empire
822
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Posted - 2014.12.21 21:34:15 -
[34] - Quote
Looks like stretched out boxy Prophecy with antennas. Probably... |
Ferni Ka'Nviiou
Republic University Minmatar Republic
117
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Posted - 2014.12.21 23:16:50 -
[35] - Quote
VaIefar Drekavac wrote:Nifty looking thing - though, personally, I don't see it being a cruiser. Would be nice for being a frigate / schuttle or hence, a fighter - though. I've realised what makes it look un-Cruiser-like. There are certain features that make it look smaller than intended. It actually took some inspiration from fighter-spacecraft, so attributes carried over.
The Moa/Prophecy trend makes it less like its own ship, and more a combination of other ones. I'm keeping the same core shape, but I'm redesigning it. |
Rain6637
GoonWaffe Goonswarm Federation
28142
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Posted - 2014.12.22 04:13:29 -
[36] - Quote
hey saw this today, thought you might enjoy it.
1 ,2
from http://lonewolf3d.artstation.com/
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
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Ralph King-Griffin
Lords.Of.Midnight The Devil's Warrior Alliance
7712
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Posted - 2014.12.22 04:30:29 -
[37] - Quote
Rain6637 wrote:tell me how to extract the ship models from the game files. Would also very much like to know how this is done. Bonus points for texture/maps and weapon models.
"I'm also quite confident that you are laughing
and it's the kind of laugh that gives normal people shivers."
=]I[=
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Ferni Ka'Nviiou
Republic University Minmatar Republic
120
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Posted - 2014.12.22 05:09:22 -
[38] - Quote
Ralph King-Griffin wrote:Rain6637 wrote:tell me how to extract the ship models from the game files. Would also very much like to know how this is done. Bonus points for texture/maps and weapon models. Edit: derp, I see it there. I'll contact you something in game tomorrow by way of thanks All the models in within the game files are listed in the 'model' folder.
As for textures, you can double-click them to load onto the model you are previewing. This way, the model is exported with the texture map files you have loaded. You still will have to apply the textures to the model as far as I'm aware.
Generally, I export the models with TriExporter, and use DragonUnpacker to open the .stuff files and directly export the texture maps. But using TriExporter is probably more convenient for most. |
Bagrat Skalski
Poseidaon
7478
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Posted - 2014.12.22 10:15:47 -
[39] - Quote
http://imgur.com/zw18Sm9
I made some fast prototyping, in paint. As you can see, it would not be easy to model. lots of small and medium sized details.
Don't look any further for negative energy, you will find it by being lazy.
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Ferni Ka'Nviiou
Republic University Minmatar Republic
126
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Posted - 2014.12.22 10:35:08 -
[40] - Quote
Ok everyone, an update.
I've sat down with a piece of paper an tried to create a more unique, less streamlined, more blocky and 'dirty' model. I've re-imagined the bridge to make the ship seem more like a cruiser-sized vessel rather than a shuttle.
So here is a side-view of the new concept.
Some pieces will be removed, added, or modified when I model it. The size here is relatively in proportion with what I want. It looks quite distorted on camera, so keep that in mind.
It took so long to create this single view, that I must apologise, I'm not uploading any other camera angles for the moment.
That said, I still want your feedback if you're interested. The model will of course be more defined than this drawing, but there are a few key things I want a second opinion on:
Do the armor overlaps (Shock Plate and Thruster) make the model too extreme for what Caldari engineers would likely build? What is your opinion on how it makes the ship look?
Does the ship remind you of any EVE ship? Or not? (that would be good) Can you draw major similarities to other ships like the original did with the Moa and Prophecy?
Does it look combat-ready? >> Is it 'more aggressive' and 'dirty' like I aimed for? Does it look more like something that's going to destroy stuff rather than transport it?
Am I missing something? Though I have the major components of a ship here, is there something you think should be added to this concept?
Anything else? Do remember that a lot of the 'non-streamlined' look will come from the 'stealthy' structure bends. The way that I intend to mold the structure is heavily influenced by the Moa.
This will probably take about 15 hours to model after I append finer details, that is, unless this concept is too over-the-top. (complexity is not my concern, Bagrat)
Thanks in advance. Though this is only the first ship I've modeled, all of you are helping it become great. |
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Rain6637
GoonWaffe Goonswarm Federation
28189
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Posted - 2014.12.22 10:35:25 -
[41] - Quote
aside from the viewport settings in the render, the level of detail is an important part of sense of scale. The basic shape doesn't give too much info on its own about the relative size until you add detail. Generally more intricate detail conveys bigger scale.
I think the body of it needs to be raked out a bit. You don't start seeing the brick-type proportions until Battleships (Typhoon, Megathron, Dominix)
Things like thrusters and drone bays should be proportionally similar to other cruisers. There's a strong proportional theme among EVE's cruisers.
Artistic freedom is one thing, but in a case like this where there's an established look to things according to ship type, It's important to stay within those guidelines. Make it look different, sure, but it still has to fit in.
since you have access to all of EVE's ship models, I would keep a frigate and cruiser model near the working model (in the same scene) to keep a constant scale/proportion reference nearby.
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Ferni Ka'Nviiou
Republic University Minmatar Republic
126
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Posted - 2014.12.22 12:06:52 -
[42] - Quote
I'll think about it. I intended to keep it rather short. Certainly not as short as is conveyed in the drawings, but also not as long as the stretched-out version you have.
I have a role in mind for this ship, it requires a large sensor strength and small signature radius. It is fitting that this ship be more short in comparison to the average Cruiser.
It's not a huge amount shorter in my head (the drawing was restricted by the A4 paper), but I want this concept to look cramped; almost chaotic looking.
Rain6637 wrote:Things like thrusters and drone bays should be proportionally similar to other cruisers. There's a strong proportional theme among EVE's cruisers.
Artistic freedom is one thing, but in a case like this where there's an established look to things according to ship type, It's important to stay within those guidelines. Make it look different, sure, but it still has to fit in. The drone bay will be the same size as the average cruiser, it's just hard to get every proportion correct with hand-drawings when you're simply creating a reference diagram.
The Primary Thruster has three nozzles, I think. It just looks unified on the drawing. There's also the auxiliary thrusters, the warp-jets, and the winglets (same as the first model).
Rain6637 wrote:since you have access to all of EVE's ship models, I would keep a frigate and cruiser model near the working model (in the same scene) to keep a constant scale/proportion reference nearby. It's harder than you think. While I do already do that, you have to really work from a plan. Though I become an immediate hypocrite by saying that, it is true. If you have planned your model in advance with reference to the other models you are trying to mimic proportions to, then your modelling will be much easier. |
Rain6637
GoonWaffe Goonswarm Federation
28190
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Posted - 2014.12.22 12:44:55 -
[43] - Quote
I have a model to show you of my own... it was a redesign of the cormorant... in Kaalakiota colors / Flycatcher.
I did up a quick playblast animation in Maya but it's still rendering, i'll post it in a bit.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
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ISD Decoy
ISD Community Communications Liaisons
305
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Posted - 2014.12.22 13:01:45 -
[44] - Quote
Moved to My EVE.
ISD Decoy
Lieutenant Commander
Community Communication Liaisons (CCLs)
Interstellar Services Department
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Rain6637
GoonWaffe Goonswarm Federation
28192
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Posted - 2014.12.22 13:13:55 -
[45] - Quote
I messed up the keyframes and it's choppy and bad... but the only reason I know even this much is I sat in on the Maya II class which was right after mine. Every day.
http://www.mediafire.com/view/cznyy0fle088joa/Flycatcher_Hotdogging.gif 9mb
you'll have to download it first to view it. drag it into your internet browser to play it at normal speed. my image viewer plays it fast... then again I didn't put any delay on the frames.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
| Evening Games Club: Casino concept redefined |
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Ferni Ka'Nviiou
Republic University Minmatar Republic
129
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Posted - 2014.12.23 08:28:26 -
[46] - Quote
Rain6637 wrote:I messed up the keyframes and it's choppy and bad... but the only reason I know even this much is I sat in on the Maya II class which was right after mine. Every day. http://www.mediafire.com/view/cznyy0fle088joa/Flycatcher_Hotdogging.gif 9mb you'll have to download it first to view it. drag it into your internet browser to play it at normal speed. my image viewer plays it fast... then again I didn't put any delay on the frames.
Here's a technique that seems to use a horizontal flip of the image, with an adjustment of brightness on certain surfaces to give it a top / bottom half feel. http://www.artstation.com/artwork/spaceship-thumbnails I think I might just start modelling the new ship now rather than waiting for feedback, as feedback probably isn't going to come given the general nature that I assume this board has, i.e. videos of PVP, or bust.
I think it was just fine in General Discussion, sigh.. but... I shan't argue too much.
The first model is a bit mediocre compared to EVE ships and, also to what I have in mind for the new one. Who knows, maybe someone here will like the new model. I won't get my hopes up though.
And also, those ships look like someone strapped a load of Minmatar cruisers and frigates together and painted them grey.
Though the horizontal flipping thing wouldn't work for vertically asymmetrical models (like, every ship in EVE). |
Rain6637
GoonWaffe Goonswarm Federation
28350
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Posted - 2014.12.23 08:31:41 -
[47] - Quote
psst: you can use the technique to get left / right half.
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
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Ferni Ka'Nviiou
Republic University Minmatar Republic
129
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Posted - 2014.12.23 08:41:54 -
[48] - Quote
Rain6637 wrote:psst: you can use the technique to get left / right half. My apologies, but I don't know what you mean by that. |
Ferni Ka'Nviiou
Republic University Minmatar Republic
129
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Posted - 2014.12.23 09:10:54 -
[49] - Quote
Oh, what a long night this is going to be. |
Rain6637
GoonWaffe Goonswarm Federation
28372
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Posted - 2014.12.23 10:13:54 -
[50] - Quote
it appears the artist used it to get the top / bottom half of ships with a generally symmetrical look, but you can also use it to mirror the left / right halves of ships.
are you familiar with importing images to the orthographic views, to work from?
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
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Ferni Ka'Nviiou
Republic University Minmatar Republic
132
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Posted - 2014.12.23 11:09:59 -
[51] - Quote
Rain6637 wrote:it appears the artist used it to get the top / bottom half of ships with a generally symmetrical look, but you can also use it to mirror the left / right halves of ships.
are you familiar with importing images to the orthographic views, to work from? If I didn't know how to make objects symmetrical in Maya, then I might as well have paid someone to do my first model.
Yes I am, but I only really the Image Plane for organics. This kind of thing isn't as important to have in-scene references. |
Rain6637
GoonWaffe Goonswarm Federation
28376
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Posted - 2014.12.23 11:28:11 -
[52] - Quote
wat
of course it is
President of the Commissar Kate Fanclub | Twitter |-ámk.III | Imgur
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