View Full Version : evil, armoured, duckbilled platipus, space ship.

01 January 2006, 01:00 PM
ok i was looking through, an old skeleton reference book and i was interested by some shapes of bird skeletons......

..... so after an hour or so of mixing in some dinosaur bones, and 17th century french armour, i came up with this design for an evil magic space ship.

then last night while waiting for comfirmation on some other models i decided to do some modelling practice and model it, and this is what i came up with so far

then i played with the drawing i made to create a simple texture, to get a feel for the material.

just a little execise is turning into big project,,,,,,,, aaaaargh not again,,,,,,,,, hoho

C&C please

01 January 2006, 03:07 PM
you can realy optimize that!!!
i like the concept very much! :thumbsup:

01 January 2006, 03:14 PM
the title of this thread made me unoptimistic but after seeing the concept and

I am impressed by the design of this ship...spaceships are VERY hard to be original with, and this one is very much so original. Love it. I agree the polies could be half of what you have and still have the same flow, but for under 8K, you did a good job. I'd throw a normal map on there with some fine details though...small vents and indentures, etc...just an idea.


01 January 2006, 03:28 PM
I like the concept, something unexpected, different. Imo the mesh is pretty good, fits totaly to the concept and looks very smooth.

Nice start on the texture, only the uv's seem to be a bit stretched at the rounded parts.

01 January 2006, 04:21 PM
I think this is your best stuff mate, VERY nice! The cockpit looks a smidge Darkwing Duck-ish to me, but the overall design and effect are really great. This would be right at home in a space shooter!

01 January 2006, 02:42 PM
cheers for the comments guys,

yeah its turned into a bit of a beast this one.

Pimento- at the mo im concentrating on getting the flow right, and the detail, for the 2048* normal map that i will burn from it, as it is im gonna go for "next gen" zzzzzzzz kind of specs, 20-30k for the exteroir, and 10K for cockpit, possbly with its own 1024* map. so its gonna be a while till i put my polygon slaughtering boots, and wade in with me delete button.

KDX- yeah if you get past the title you must be truely dedicated hoho:D . im thinking fine carved details, like scenes of death and battlem, roses, symbols etc, a bit like the statues/relief built into greek and roman coloseums.

Zortech- yeah its simply lifted from the concept/model sheet, will do propper in a while just did it to ghet the feel.

Adam-yeah i realised the darkwing duck cockpit quite early, when i add some more detail around the eye, it should be more subtle, but i quite like it.
i was thinking, shootem-ups used to be sooo imaginatvie, and recently they seem to be getting very boring(visually) so i thought, just add some different influences, instead, of future technology, i went the opposite direction, ancient technology, which has an air of magic to it, and thus a kind of acceptable reality. victorian space ship anyone Ghibli), stone age?

cheers for the cooments peeps, keep em coming.

01 January 2006, 02:55 PM
ok did a little work on it last night. added, some grills in the engines and nose also added the engine exhausts, gonna work on the gun and the connecty bits tonight.

oh and heres some real time directx shaded views i did for fun

01 January 2006, 01:59 PM
ok did a little more late last night, got some gun detail, and a backbone, just a little one though.

01 January 2006, 04:54 PM
Great additions to the mesh! I think I like the old surface better though - the dustier, weirder metal. Now it just looks like pounded copper, which makes it look a bit like a toy. Keep at it man it's gettin cooler and cooler!

01 January 2006, 06:27 PM
This is looking nifty as hell. I like the overall design of the thing (great concept), and the mesh itself is looking nice and clean. I agree with Adam Atomic, though, about the new surface texture. I preferred the beat-up, weathered look of the previous update over the current weirdly-colorful look. Other than that, though, I'm loving this. :thumbsup:

01 January 2006, 06:44 PM
hey, cool design

You are cooking up those details really well. Nice meshflow to.
I wonder what you will be doing with the frontpart of the big cannon.

Nice to watch it grow, keep it up

01 January 2006, 10:38 PM
the new look makes it look more Star Wars like.
The old texture makes it look more Half-life.
I dunno which you're going for.

Sorry if i missed it, but waht are you rendering it with?

01 January 2006, 04:33 AM
Wow! Very cool concept.

I'm not to keen on the texture/colour though.

I'd like to see it with a dark blue/grey/black-ish look and some really cool bright green or blue (or maybe even red or yellow? idk, just some bright colour) accents like on the gun and eyes, and maybe some "veins". This would give it a bit more of a sci-fi look instead of this medieval-ish look.

Anyway, I like the concept very much, though I don't really like the colours.

01 January 2006, 05:37 AM
dood! you did a darn spiffy job with that ship, but I'd imagine it would be much more game-centric if you could pull of some of those details with texture and alpha rather than modeling.

01 January 2006, 05:49 PM
no updates today, too much propper work:p

but thanks for the replys.

Adam Atomic, LoTekK, P4p3Rc1iP- the materials im still playing around with, the smoothness is cos a took the bump off, as it was mucking up badly at the tex seams, will fix this in distant future. i will go for a more medevil look though, i want it to look almost like some sacrificial armour. also the colourfull effect is that i was playing with me dds reflection maps instaed of using raytraced, and the only one that i hgad to hand was rather colourfull.

Prs-Phil- nice to see you around again, if you have any ideas for the front of the cannon pls say cos im a bit stuck for ideas on that bit, was thinking of doing rows of shark teeth on the inside!

Neil- will go for halflife me thinks, love the grub. oh and its just a wee scanline render in max, nowt special.

doodinator- well im modelling those details, for the normal/lighting maps, then i will reduce poly count by about 1/2 - 1/4 its about 30k at mo, aiming for 20k-30k for final count.

oh any ideas for a background?

01 January 2006, 02:31 PM
ok update time, had a little time between engagements, to do some stuff, to this, most notably i modelled a couple of panels, whick make a good start, but im gonna have to up the size of the detail on them, as, at the mo im using, 1024x256 just for them i think it will have to be 3/4 - 1/2 in finished.
the skull headed snake thats biting its own tail esp needs detail scaling up, as the scales on the body will be completely lost.
modelled some connectoing bits too, not sure whether to go with setup in top or bottom image, pls C&C
c&C most welcome

01 January 2006, 02:33 PM
whoops double posting :scream:

01 January 2006, 02:58 PM
very nice modeling and texturing job!:thumbsup: :bounce:

01 January 2006, 10:54 PM
That is a crazy space ship design, I love it. Personally I have been inspired by art deco in my recent space ship designs.

Cool stuff!

01 January 2006, 12:13 PM
art deco inspiration, like the design work or the kind of fantasy space ships of the thirties

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