Welcome aboard Visitor...

Daily Screenshot

Server Costs Target


9% of target met.

Latest Topics

- Anyone still playing from a decade ago or longer? »
- Game still active. NICE! »
- Password resett »
- Darkspace Idea/Opinion Submission Thread »
- Rank Bug maybe? »
- Next patch .... »
- Nobody will remember me...but. »
- 22 years...asking for help from one community to another »
- DS on Ubuntu? »
- Medal Breakpoints »

Development Blog

- Roadmap »
- Hello strangers, it’s been a while... »
- State of DarkSpace Development »
- Potential planetary interdictor changes! »
- The Silent Cartographer »

Combat Kills

Combat kills in last 24 hours:
No kills today... yet.

Upcoming Events

- Weekly DarkSpace
05/04/24 +1.7 Days

Search

Anniversaries

20th - Relient
19th - Entil-Zha the Starkiller

Social Media

Why not join us on Discord for a chat, or follow us on Twitter or Facebook for more information and fan updates?

Network

DarkSpace
DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Fan Art » » UGTO SV-series Dreadnought (WIP)
Goto page ( Previous Page 1 | 2 | 3 | 4 Next Page )
 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

  Email Leonide
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!
_________________


  Email Light-of-Aurora
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 ]
_________________


Goto page ( Previous Page 1 | 2 | 3 | 4 Next Page )
Page created in 0.031608 seconds.


Copyright © 2000 - 2024 Palestar Inc. All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR