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Simple starship - WIP #139127
07/02/07 04:31
07/02/07 04:31
Joined: Nov 2003
Posts: 170
Tachys Offline OP
Member
Tachys  Offline OP
Member

Joined: Nov 2003
Posts: 170
Hey all!

was working on something as time allows, and figured I'd give you all a glimpse at my funbling around with modelling and texturing.

It's a simple starship for a project I'm working on, bringing a board game from my youth into 3d, Homeworld-style.

Heres a couple of views:




All in all, 96 polys... I think

CC required!! ***grins***

edit: Here's the iso view



Last edited by Tachys; 07/02/07 10:46.
Re: Simple starship - WIP [Re: Tachys] #139128
07/02/07 13:32
07/02/07 13:32
Joined: Aug 2003
Posts: 7,439
Red Dwarf
Michael_Schwarz Offline
Senior Expert
Michael_Schwarz  Offline
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Joined: Aug 2003
Posts: 7,439
Red Dwarf
well,looks like an arrow head! Maybe add some more details?


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: Simple starship - WIP [Re: Michael_Schwarz] #139129
07/02/07 14:59
07/02/07 14:59
Joined: Apr 2005
Posts: 2,332
Germany, BaWü
aztec Offline

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aztec  Offline

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Joined: Apr 2005
Posts: 2,332
Germany, BaWü
looks okay but a bit flat


Visit:
schwenkschuster-design.de
Re: Simple starship - WIP [Re: aztec] #139130
07/02/07 18:18
07/02/07 18:18
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
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frazzle  Offline
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Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
The first two views don't show much besides the texture but the last one you've edited gives a more perspective look, which from that look it doesn't look bad One comment I have is that the thickness of your model could be increased because it's abit flat like aztec already mentioned but maybe you've tried to give it an aerostatic shape so it coud give the impression when being ingame of a high speed aircraft Besides that little detail, keep on updating this, I'm curious who this will turn out eventually ^^
Btw, the polycount untill now could be increased because your model is lacking detail. The amount of polies could be increased till 1000-2000 max. which is quite normal for these days models.

Cheers

Frazzle


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Re: Simple starship - WIP [Re: frazzle] #139131
07/02/07 21:52
07/02/07 21:52
Joined: Nov 2003
Posts: 170
Tachys Offline OP
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Tachys  Offline OP
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Joined: Nov 2003
Posts: 170
THanks for the comments, guys. Maybe a bit more info could have been put out there to start with... but time being what it was (almost midnight, I wasn't all that coherent... ***grins***

The project this is for is a 3d take (prolly RTS) on a turn based table space combat/empire builder. The model shown is for the smallest ship class, an escort.

The basic idea for this, and the higher level hulls, was to keep the design of the base hull itself relatively simple, yet distinct for each race, to allow for the attachment of other modular models to represent different system configurations (different engine designs for the different engine types, and maybe the addition of a turret on the back for one weapons system or another on this model)

Re: Simple starship - WIP [Re: Tachys] #139132
07/03/07 00:44
07/03/07 00:44
Joined: Feb 2002
Posts: 357
Florida
Zelek Offline
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Zelek  Offline
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Joined: Feb 2002
Posts: 357
Florida
I don't mind the low polys at all, I love seeing well-designed models with very low poly counts. It's always nice to know you can throw a couple dozen on screen at once if you want. The texture is what will make or break it.

Two things I would shoot for with the texture:
1) Try to avoid really small details. I can see some little wires and stuff in the hull plating, but from a distant view (especially in an RTS type game) these details just look like fuzzy little pixels whenever the screen rotates or moves.
2) Make the model look like it has a lot more polygons by giving good bump mapping to the texture. There can be plates and windows and all kinds of stuff that will sort of stick out from the hull.

Here's a couple screenshots I found via google to maybe give you some ideas:
Ship 1
Ship 2


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