Author |
UGTO SV-series Dreadnought (WIP) |
YIIMM Grand Admiral
Joined: June 16, 2005 Posts: 851 From: Barcino, Hispania Tarraconensis
| Posted: 2010-08-01 22:09  
Now starting add a few engine details. Might change the precise layout and style.
_________________
|
Exodus™ Grand Admiral
Joined: July 07, 2010 Posts: 21 From: Miami, Florida
| Posted: 2010-08-01 22:22  
Quote:
|
On 2010-08-01 22:09, YIIMM wrote:
Now starting add a few engine details. Might change the precise layout and style.
|
|
im icc but still... that looks sexy....
_________________
|
Leonide Grand Admiral Templar Knights
Joined: October 01, 2005 Posts: 1553 From: Newport News, Virginia
| Posted: 2010-08-02 00:58  
YIMM, make this as detailed as possible please, i want to see what UGTO looks like when rendered with more than 5 polygons.
_________________
captain of the ICC Assault Cruiser C.S.S. Sledgehammer
|
Light-of-Aurora Grand Admiral
Joined: December 01, 2003 Posts: 602 From: NJ, USA
| Posted: 2010-08-02 01:13  
Quote:
|
On 2010-08-02 00:58, Leonide wrote:
YIMM, make this as detailed as possible please, i want to see what UGTO looks like when rendered with more than 5 polygons.
|
|
I was about to post something in this vein too..
It would be interesting if you were to forgo meeting the game's prescribed polygon limits and just made something with more detailed geometry, can't wait to see the rest of the ship finished!
_________________
|
Animyx Chief Marshal Army Of Darkness
Joined: December 08, 2008 Posts: 108 From: Ground Zero
| Posted: 2010-08-02 02:10  
wow......looks like an intergalactic lamborghini (is that spelt right?). nice design......the middle/aft section looks a bit like a Mon Calamari Cruiser (SW). cant wait to see the completed design. keep up the good work. im gonna have to relearn blender sometime. XD
_________________
Lock 'N' Load
|
Talien Marshal Templar Knights
Joined: May 11, 2010 Posts: 2044 From: Michigan
| Posted: 2010-08-02 12:01  
Quote:
|
On 2010-08-01 22:09, YIIMM wrote:
Now starting add a few engine details. Might change the precise layout and style.
|
|
It looks like the Illuminati eye thing.
_________________ Adapt or die.
|
Veronw Marshal
Joined: December 13, 2004 Posts: 554
| Posted: 2010-08-02 12:05  
The engine detail is fantastic! Love it! I too would enjoy seeing a fully rendered UGTO ship, especially since it looks like you're heading that way anyways!
_________________
|
YIIMM Grand Admiral
Joined: June 16, 2005 Posts: 851 From: Barcino, Hispania Tarraconensis
| Posted: 2010-08-03 18:15  
Thanks everyone for the kind words
Leo, I'm going to be adding a few more details, but probably won't go overboard with it, with a lot of aspects to the modelling I'm still figuring things out as I go and don't want to get too ambitious, but I'll try and do the UGTO some justice at least.
Starting adding some of the floating panels that you often see on UGTO ships, these are attached by a series of ribs (sound familiar at all?) which are modelled, but hidden from view in the renders below.
All the asymmetrical decals the UGTO have (like their emblem and the flame) I'm going to apply only to the panels, so I can leave the mirror modifiers on the main hull untouched and thus keep the file a bit smaller.
I've also started out with playing around with application of textures, the bump in these images might be a bit high though.
[ This Message was edited by: YIIMM on 2010-08-03 22:16 ]
_________________
|
Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2010-08-05 13:24  
Nicely done Yiimm.
I can't wait to see more details and stuff added to this hull.
_________________ ... in space, no one can hear you scream.....
|
SpaceGK Marshal *Renegade Space Marines*
Joined: July 26, 2009 Posts: 323 From: Ontario, Canada
| Posted: 2010-08-05 13:40  
What Kenny said
_________________
|
YIIMM Grand Admiral
Joined: June 16, 2005 Posts: 851 From: Barcino, Hispania Tarraconensis
| Posted: 2010-08-05 18:31  
Thanks a lot, you two
Only a smallish update here, I've had a bit of a case of writer's block (or modeler's block...whatever).
Added some insets into the hull for where I'll be placing the window textures; doing insets in Blender is tricky to do without screwing up your existing geometry, so in some cases I'll be making outset panels on the hull just so I can inset windows into them.
Also added some rudimentary panelling to the hangar block bit to break up the clean lines.
[ This Message was edited by: YIIMM on 2010-08-05 18:34 ]
_________________
|
YIIMM Grand Admiral
Joined: June 16, 2005 Posts: 851 From: Barcino, Hispania Tarraconensis
| Posted: 2010-08-12 17:46  
It's been a few days since I did any work on this (I've had a busy week).
Added the hangar bay doors and some greebling just for the hell of it.
I've now finished the modelling part and I'm in the process of UV-mapping and texturing, then I'll do some after-effects stuff (like engine glow) and she'll be more or less done
_________________
|
Jar Jar Binks Grand Admiral
Joined: December 25, 2001 Posts: 556
| Posted: 2010-08-12 18:16  
Quote:
|
On 2010-07-29 09:10, YIIMM wrote:
Quote:
|
On 2010-07-29 06:38, Shigernafy wrote:
I want a dread that looks like this:
|
|
When I'm done I might make it a bit toothier
Replaced the placeholder hangar bay and pulled down the "wings" a bit more. I've started playing around with some engine configurations. I'm quite like look of the current setup but might end up either making the top engine larger or adding an addition structure to the top aft.
|
|
ok, now THAT i call a good looking ship
_________________
|
Jar Jar Binks Grand Admiral
Joined: December 25, 2001 Posts: 556
| Posted: 2010-08-12 18:17  
Quote:
|
On 2010-08-12 17:46, YIIMM wrote:
It's been a few days since I did any work on this (I've had a busy week).
Added the hangar bay doors and some greebling just for the hell of it.
I've now finished the modelling part and I'm in the process of UV-mapping and texturing, then I'll do some after-effects stuff (like engine glow) and she'll be more or less done
|
|
deleted URL for space issues..
how many polygons does that thing have currently?
all thise hidden "gadgets" aren't really that needed..
_________________
|
YIIMM Grand Admiral
Joined: June 16, 2005 Posts: 851 From: Barcino, Hispania Tarraconensis
| Posted: 2010-08-12 18:18  
Slowly getting there.
Quote:
|
On 2010-08-12 18:17, Jar Jar Binks wrote:
how many polygons does that thing have currently?
all thise hidden "gadgets" aren't really that needed..
|
|
This is my first Blender model, so it's not very efficient. Currently on about 130k (only overstepped the limit for game-suitable models by 127k)
The greebles aren't needed, true, but that's pretty much their definition
I just wanted to have a go at making some and also I didn't want to rely on textures for all the detailing
[ This Message was edited by: YIIMM on 2010-08-12 18:22 ]
_________________
|