Hi there I'm making this thread for my second project.
The Eccentric Ship!
Since I've finished my Witch doctor, I wanted to do an original concept so I've drawn many sketch. I knew I wanted to do a vehicule, and I wanted it to be distinguishable.
I've wanted to let loose my creativity, I've had a blast designing it and I'm having a blast modelling it too, even if it is turning out to look exactly like a Protoss ship :-p. I think with a proper texture, it could fit perfectly in the art-style of the protoss :-)
Tell me what you think!
First, the ''concept art'' I chose (this one is pretty simple, it is more of a silhouette concept for modelling purpose, but my other concepts with more details are in my sketchbook and I don't have a scanner.. :-( )
Second, the low-poly model version that will be used in-game: Sadly I think I had too much enthusiasm, it is going to be a heavy model when imported into a map... anyway, I swear it'll be worth it!!!!
Here is a preview of the high-poly model that will be used to create an awesome normal map!! (you won't be actually playing this one ;-p). Comments and opinions are appreciated!
Really nice concept, though it looks like its having some normal issues specially at the core of it. Plus it looks like it could've used a little more subdivisions when you did your boolean substractions (I assume that's how you did the core parts that look C shaped)
Or maybe the normal issues I see is just cause the model doesn't look nearly as smooth as I think it should be from your concept sketch.
I'd really love it if the core (at least the front of it) rotated like void rays or so ;o
Keep up the work
There is no normals applied to the model yet, but what do you mean by the core, the middle part? (and keep in mind that with the in-game view distance and with the texture it's not going to be that big of a deal)
No booleans were harmed during the creation of this model :-p
85% of the model is done with NURBS (converted into polygons so its useable)
15% is done traditionally with polygons extruded or not
And don't worry there is going to be a lot of stuff rotating in this model! :-D
Hi there I'm making this thread for my second project.
The Eccentric Ship!
Since I've finished my Witch doctor, I wanted to do an original concept so I've drawn many sketch. I knew I wanted to do a vehicule, and I wanted it to be distinguishable.
I've wanted to let loose my creativity, I've had a blast designing it and I'm having a blast modelling it too, even if it is turning out to look exactly like a Protoss ship :-p. I think with a proper texture, it could fit perfectly in the art-style of the protoss :-)
Tell me what you think!
First, the ''concept art'' I chose (this one is pretty simple, it is more of a silhouette concept for modelling purpose, but my other concepts with more details are in my sketchbook and I don't have a scanner.. :-( )
http://imageshack.us/photo/my-images/215/conceptk.jpg/
Second, the low-poly model version that will be used in-game: Sadly I think I had too much enthusiasm, it is going to be a heavy model when imported into a map... anyway, I swear it'll be worth it!!!!
[UPDATE July 16th 2011]
Here is a preview of the high-poly model that will be used to create an awesome normal map!! (you won't be actually playing this one ;-p). Comments and opinions are appreciated!
http://imageshack.us/photo/my-images/840/hidefpreview.jpg/
http://imageshack.us/photo/my-images/838/hidefpreview2.jpg/
[UPDATE July 25th 2011]
I didn't really know what color would work best , so I did 3 color variations, that might explains why it's taking me a long time ^^
Here is a pic of the the low poly model textured. It's still a high def texture (2048x2048)
The empty black spots on the wings are where team color will be placed.
http://imageshack.us/f/836/progressship.jpg/
Stay tuned for more development progress!! :-)
Really nice concept, though it looks like its having some normal issues specially at the core of it. Plus it looks like it could've used a little more subdivisions when you did your boolean substractions (I assume that's how you did the core parts that look C shaped) Or maybe the normal issues I see is just cause the model doesn't look nearly as smooth as I think it should be from your concept sketch.
I'd really love it if the core (at least the front of it) rotated like void rays or so ;o Keep up the work
@xcorbo: Go
There is no normals applied to the model yet, but what do you mean by the core, the middle part? (and keep in mind that with the in-game view distance and with the texture it's not going to be that big of a deal)
No booleans were harmed during the creation of this model :-p
And don't worry there is going to be a lot of stuff rotating in this model! :-D
@RXMT: Go
Bump for update! Check the first post!
High poly version looks cool. Does sc2mapster do not have reputation system or something?
Bump for update!
The weird round balls remind me of the Stealth Generator from C&C Tiberian Sun.
amazing :O