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Just a speedie.

With a flying shaver.
Deal with it.
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Next one, blah. :P
Back to sci-fi randomness.
3h

I go watch Pirates 4 in 3D now.
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I still have some more art here which I did for the PS3 title Soeldner X 2: Final Prototype a few years ago and which I haven't posted before.
These are storyline artworks appearing in the game.

Developed by Sidequest Studios.

eastasiasoft
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anarchist's base space station concept
Planewars project
3DsMax, SAI, Photoshop

:icondonotuseplz::iconmyartplz:
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anarchist's base space station concept (2nd view)
Planewars project
3DsMax, SAI, Photoshop

:icondonotuseplz::iconmyartplz:
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Shuttle concept.
Exodus from the Earth project.
Parallax arts studio '2006
Software: openCanvas, 3dsMax

 :icondonotuseplz::iconmyartplz:
 
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Here is the latest illustration for the game Novus Aeterno, it depicts a huge open area where masses of troops are listening to what is probably a very uplifting and motivating speech about universal domination and all that jazz.
In the distance there are several dreadnought class ships but they are too big so most of them are in the clouds. not a great view from up there.

Follow the games progress on Facebook, twitter and its new website.
Facebook: [link]
Twitter: [link]
Website: [link]

(All graphics and information are copyright of novus aeterno LLC and Taitale Studios)
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Right, I'm not too sure what this is well I have an idea but it started out as a fast speed painting messing with custom shapes and kind of got out of hand, I suspect it's hollow and filled with unimaginably complex machinery and stuff that just makes your head pop, like dividing by zero. Anyway it's some kind of alien relay network, what it relays and to where I don't know just yet. I have a few ideas but my brain fries it's self when contemplating them.
Whatever concept I role with it will be rather massive and epic... Like you would expect anything less.

This one took around 3-4 hours and the ships are re-purposed from an older image, it was 5am and I just needed some generic ships to use as scale and movement haha.

Enjoy
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A giant glowing orb hovers silently at the core of an alien Dyson sphere, at each of it's poles an array of massive spires seemingly hold the orb in place. What is the orb for and why was an artificial planet built around it? Or was it created there.
The artificial planet holds many mysteries, I wonder where that sun light is coming from, lets go find out.

Inspired by Halo 4 and my own series Telikos Protocol, I have always loved monolithic structures that seemingly go on forever and their simple geometric shape only adds to their scale. I will be doing some more paintings based on this "planet" one being how that sun is generated. Should be interesting.

Enjoy :ahoy:
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From Insomniac's new game FUSE!

This is a concept of the mid-way-through-development space station's external docking port. In the game you get blasted into space in a small shuttle at the end of the rocket.

This version of the docking port goes along better with this version of the space station I think [link]

Though works with this too... if you had a little age and color to it.. [link]

Check out the game's official site! [link]
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This is a slightly older version of a building in the airbase level of Insomniac's new game FUSE.

You can see an even older version of this building in this concept. [link]
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During the development of the game, the theme of the space station changed several times. Here was the last overall space station concept I did for the project.
Check out Insomniac's new game Fuse! Offical Site: [link]


Way early version of space station: [link]
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Time for some deep sea shoppin'!
Lots of freelance stuff going on so probably wont be able to get a lot of new stuff in soon.

Enjoy!
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Official facebook: [link] or just the regular :facebook: [link]

[b]This image is available for licensing[/b]

It's been a while since I had some time for myself to paint! Managed to get this one done finally. Hooray!
Thanks again everyone for all the cool messages, now more than ever it's hard for me to find the time to reply - but I do try to read every comment!
Have a good weekend!
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My website: Under Construction
My facebook: [link] <<
Textures: [link] & [link]

Hey Everyone, it's been a while since I posted anything but I'd like to thank you for the barrage of messages you've been sending me hah. I've just started a new job as an in house concept artist so i've been swamped with all sorts of stuff so it's good to paint something for myself. Trying to move into more complex architectural shapes, fun fun fun!
For those watching the streams - I plan on getting back to them very soon.
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Totally painted in Photoshop CS5.
Client - Dark Nova Games. This image is not available for use by anyone else.
The game - Dark Nova Role Playing Game (Flagship). [link]

To design and create an image like this from scratch will take about 7 days (including revisions). The cost would be 600 ($960).
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The 7th image I have created for MaiaGame maiagame.com/media.php About 5 days work. This image is not available to buy as it's copyrighted by the client.

All created from scratch in Photoshop CS5 Extended. Just like usual, I blocked in very basic shapes and used the vanishing point tool to get the perspective set up. The lasso tools are essential for the sharp edges. To get the reflections correct I used the vanishing point tool to accurately measure distances etc.
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The 5th painting I have done for maiagame. This image is not available to buy as it's copyrighted by the client.

maiagame.com/index.php - website

www.pcgamer.com/previews/maia-… - PCgamer

All my usual techniques, painted from scratch in Photoshop, using the vanishing point filter to set up perspective guides.

A very clean required look, so I only used the default hard round and soft round brushes to avoid unwanted textures.

To prevent all that horrid 'color banding' with gradients and subtle tone changes I changed my usual Photoshop bit mode from 8bit to 16bit, which is LOADS better with the 1000's of extra color tones.
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Commissioned by :icondimsdale00: Dimsdale00. A painting to go with his kitbash model of the same design.

I was looking forward to working on this piece. While it's not much like my personal design style I've always been interested in retro ships that have the modular feel of our modern space stations.

My process for this piece started with a 3D base model on the ships (as I do with most vehicles) and 2 photos of mars for the planet, tons of paintover and sore fingers following :)
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Another of the interior illustrations for the Contact rpg corebook. This and the last one are title page banners, I made one for each chapter.

The book is out in Germany, see the website contactrpg.com
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Another livestream semi-speed paint. Tried out the flagship again, not perfect yet, I'll have to 3D model it to get it right. Should I spend another sitting on this to get a fleet in there?

The command flagship for the Protectorate fleet.
-It's dual hull design aids in redundancy should it ever be found in heavy fighting. The lower hull is largely filled out by a massive staging hangar for defensive ships and a sizable ground force.
The upper hull houses the majority of the crew, who's accommodations are considered lavish for a space vessel, this for the large number of officers often on board.
-The ship is also equipped with extensive processing and maintenance facilities, it can support it's crew and provide extensive repair capabilities for local forces when planet based facilities are not available.
-4 main rail guns along it's 2 noses are it's main anti warship armament. These can fire a variety of munitions, guided or not, at firing rates up to high enough that more than one round can be moving down a rail at once, if needed.
-Warships all carry a common tech shielding that disperses energy weapons, this is why most ships use projectile weapons. Should an enemy ships shielding be disrupted, this flagship contains a laser generation system. 2 focusing turrets, one top and bottom, can fire on vulnerable ships to quickly destroy them.
-12 massive turrets each with 2 guns play a pivotal role in laying down spread fire on distant or closing ships, this ensures a much higher hit probability against evasion maneuvering.
-Numerous point defenses guard against small ships and fighters, some medium sized defense weapons can also join in the spread fire patterns against targets.
-Due to it's massive size, it is unable to make effective evasive maneuvers against enemy fire except in very long range engagement from glancing shots. Thanks to the Elemental program however, along with basic energy weapon shielding, this ship also uses forcive shields to deflect projectile weapons when possible. It's onboard ground forces will often include a number of Elementals which can join in on defensive actions.
-For all it's abilities as a warship, such a large investment in a single ship would lead it to be a prime target in war, so it largely spends it's time in friendly territory making use of it's command and combat staging power.
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This Station was made by :iconcold-levian: cold-levian. I had to make a pic with it for a gametrailer.
I think it's a really cool station.
Be sure you have a look at levians page! :)

Copyright by Stellar Legends, [link] :)

[downloadsize:1680x1050]
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A Babylon5 related model again. :)
It's for our Babylon5/X3mod
[link]
The model has only 40004 polygons.

I know it's a bit dark, but i want to accentuate the lightsetup of the station.

Thanks to Maverick, Savo, Spuddy, Sinceredir and Meurig for their comments and critics.

Hope you like it. :)

[downloadsize: 1680x1050]
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This is an EA Ice Mine Station that i designed for our B5/X3mod ([link])

The base is inserted into an asteroid. Those water tanks at the outside are ready to be taken by transporters. The reactor doesn't need coolingpanels, because it is cooled by the cold water from the asteroid and the heated water is used to melt down more ice at the inside of the asteroid.

Polygons: 30226

[downloadsize: 1680x1050]
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Fun personal piece i finally had time to finish. Been really busy with tons of work, hopefully i will get to post some of those soon. I love painting sci-fi cityscapes ^_^

Photoshop CS4
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new painting.. advanced future primitive.. Tikal in its true form ;] .. high tech maya
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Heres a painting i ended up doing some animation/camera mapping to for practice. Hopefully get faster and faster at it and do this more often to my personal paintings :]

Heres the youtube Link

[link]
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The Space Suite H-305. Continuation of my "Space _____" series. An imagination of a 4-star space hotel suite in distant future...

And yes, the food boxes on the far right are actually Dharma food boxes from Lost.



Software Used:

3DS Max 10 - Adobe Photoshop. Rendered with Mental Ray.
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A settlement in a place called Chelidonia Promontory (Taking It's name from the Ancient Lycia) was built as a station between the major cities of this Earth-like planet, in between the endless rainforests. This section is a place where the voyagers can take their time to follow the situations during the planets complicated period
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To view project showcase [with more angles & background music] on Behance Network: [link]

Space Lounge Blue. A blue interpretation of the "Space Lounge Rouge".

Max+PS as usual... Thanks in advance for views & faves ;)
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