Well, still no scanner…
Started modelling though, based on one of those sketches i posted earlier. They’re pretty simple - mostly just shape concepts.
First, a heavy cruiser sized ship:

And then an interceptor based on the same design:

Well, still no scanner…
Started modelling though, based on one of those sketches i posted earlier. They’re pretty simple - mostly just shape concepts.
First, a heavy cruiser sized ship:

And then an interceptor based on the same design:

Interesting concept, my friend 
Looking forward to seeing how this develops… guess this means Das Prinz is on hold even longer
hehe
Hey guys, been pretty quiet this last week - but not to worry. 
Check back tomorrow, i got a lot done over the weekend 
detailed concepts, and models, good job.
great stuff to start with ![]()
mind you, if these are entry concepts I believe you need to enter them through the challenge entry page where it says “submit entry” and not as attachments on the forum.
good luck 
No real textures, just some small proceedurals on bump and diff channels. The overall shape
is done, around 30,000 polys.
Those glows have been done with a neat little plugin for Lightwave called Hyperglow - cheap and effective 
Yeah, modelling in modo, surfaces and rendering in Lightwave.
This is the equivalent of a sketch - the scanner here is still busted and theres currently no plans to get it repaired. Therefore - a 3D sketch
This all has a very Starcraft feel to it. The ships designs needless to say seem to be a thad bit generic. Complicating the issue are the “greebles” on the ship surfaces. Not that using them is bad, but using them in a gratuitous manner were it is obvious they serve no other function then decoration takes away from your image.
I think some fundamental issues should be dealth with concerning the ships. What is their purpose, what do they do, how do they move, how do they “work” in a real day to day pragmatic sense, are all questions you should be asking.
I would recommend that you perhaps take a step back, and concentrate on making a composition sketch that puts on paper what they IDEA of your image is. Remeber that an opera is driven by human drama, and it is VERY hard to have human drama without plot. As this relates to an image, particularlly illustrative images, is find a way of telling a visual story. Have in mind that the viewer will be asking themself why they should care at all about any of these ships, or the fate of any humans that may be inside.
Give this some consideration and I think your work will be alot better.
leon!: Probably about 30 or so distinctly different spaceship designs in total… but its questionable how many will be seen up close.
WazaR: Yes, creating a composition of the final scene is definately a priority. I’ve got a half-finished sketch of it, but, once again, the lack of a scanner is preventing me from displaying it…
I’ll have to see about doing a 3d sketch with bounding boxes and stuff.
Watch this space 
MickW,
Like the models so far. Interested to know where its going…whats your ideas/composition.
JA
Nothing to crit yet. Very good models. How did you make thosa plating on your ships? do you have some tricks…? or you have just modelled each of them…? or it/s the mixture of bump and modeling…?
This was a test composition using flat instanced planes - the nearer ones are semi-transparent. The defending fleet is about the right size, but will probably get replaced by low-poly ships instead of single quads.
Attacking fleet is represented by the nearer quads.
No death star comments please, i just used a preset texture 