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Advent Battleship
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© 2010 - 2019 AStepIntoOblivion
PLEASE view at full resolution! :) The details are meant to be seen up close. 99% of the text in the entry are relevant and actually readable. If you can't make them out, click the download button beside this entry to open it up in a new window. Feel free to zoom in further as well. Word of warning though: 2000x4000 image!

Samples of my texture maps for this can be seen here: [link]

Comparison of textured and untextured meshes can be seen here: [link] (also click it if you want to see the silver/red version of this ship and from another angle)

THE DESIGN

The role description and background history described in the submission is only a proposal and should be viewed only as such.

The ship is a battleship at 895m lengthwise, a great deal smaller than most Amarrian battleships but still quite bulky. It's symmetrical, except for a few texture details in the prow. It's also heavily armored. Maybe too heavily armored even :/ But then again, this is a royally funded battleship, quite old, and like the Golden and Silver Magnates, they can certainly afford to plate this with gold, can't they? ;D Especially as this came from the height of glory of the Amarrian Empire, just as they were about to engage the Jovians and just as the Matari were starting to rebel.

The ship borrows the aesthetics of Amarrian battlecruiser and cruiser-sized ships, since for a battleship it is actually closer to a battlecruiser in size (remember, the weapon/capacitor nacelles, the 'wings', make up virtually half of its length). It's more appropriate to think of it as a battlecruiser with the ability to mount mega pulse laser turrets really. It's completely covered in armor except for tiny gaps, again, much like smaller class ships. Also heavily ornate, as befitting a ship designed for the exclusive use of a royal family's navy (in this case, one of the richest, most powerful, and most miiltarily leaning of the five - the Sarum Family). This ship actually has alternate colors where it uses silver and and red for some of its plating, but I opted to go with the 'standard' gold plating of the Imperial Navy for the submission. I followed the Amarrian design philosophy of smooth, rounded curves abruptly terminating in wicked sharp points. The shape itself is meant to evoke the image of angels, especially the plating pattern of the sweptback 'wings'. I expect it would look even more angelic once the broadsides start firing, giving the illusion of unfolding 'wings' of deadly laser beams, each the approximate diameter of schoolbuses. LOL ;P

THE TL;DR

Like the Serval, this was also a labor of love. It's completely unwrapped and textured; diffuse, spec, reflection, normals, the whole shebang in 3 2048x map sets. Even places you sadly will never see from the limitations of the submission rules. No tiling textures, minimal reliance on actual geometry to flesh out details. Each individual window, each tiny little panel underneath the armor is painstakingly hand made. No overpainting, except for the thruster glow, it's all textures. Not the slapdash 'make generic details and fit faces over them' kind of textures either, but unwrapped with unique UV's (except where it's mirrored of course).

Though it's a bit easier to unwrap and texture than my other submission, it's not an easy feat either. Note the sheer difference in the untextured mesh and the textured ship. Like the Serval, this is somewhat a meld between the game-art 'optimize everything' discipline and devil-may-care edgeloop high poly modeling approach. I didn't rely too much on actual geometry and chose to detail parts in texture, mostly because I can't render much of anything past the 1 million poly mark, LOL. Texture, sadly, can't be shown in the orthos according to the rules. It does have the advantage though of having far simpler geometry (and thus easier to follow) while still maintaining the illusion of greater detail in its final form. Pretty much like how game engines actually do it anyway. :P I also detailed with function in mind. Not complexity for the sake of complexity.

Total creation time, along with my other submission, the Matari Serval Battlecruiser (and including concepting, modeling, unwrapping, texturing, creating the art and write-ups for the submission forms, interruptions, googling close-up references of existing ships, breaks, hours of staring at the screen wondering if I should make it like this or like that or if it was all worth it, two other ships started and abandoned along the way, redoing things and redoing them again, and that annoying thing called real life) is about three weeks.

Higher resolution orthos and other views are available if requested. Please check out my other (main) entry as well - the Serval ([link]).

DISCLAIMERS

EVE and DA logos, faction logos and some descriptions and fiction background are EVE and DeviantArt IP respectively, and are used as expressly permitted by the rules for this contest alone. No stock photos are used, and whatever base textures used here are appropriately licensed. Also please note that the background is NOT a screenshot from EVE or anywhere else. Everything including stars, the planet, the 3d overlay (deliberately made to resemble the EVE tactical view UI), the tiny techy text and linework (which are handmade and NOT brushes, feel free to actually read them), etc. are my work and made solely for this contest. Even the faction logos and 'HUD' icons used are my own work based on the designs. The only things used pretty much 'as is' in here are the EVE and DA logos. No other graphical elements of EVE or DA is used.

No slaver hounds were released in the making of this starship.

Good luck to everyone!
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Comments
ManganMan's avatar
ManganMan|Hobbyist Photographer
You got my respect and +fav on this one :D
Reply  ·  
Moelan's avatar
God I love your stuff, have yourself a favourite!
Reply  ·  
Ranggiana's avatar
Ranggiana|Hobbyist Digital Artist
I like this! Are you going to enter the second contest? [link]
It's going to close at 21 December 2010!
Reply  ·  
AStepIntoOblivion's avatar
Thanks :)

And yep. Entered my previous entries and a new one: [link]
Reply  ·  
aggiedee's avatar
This really is rather beautiful. Would love to have seen this in the game
Reply  ·  
dalantech's avatar
dalantech|Hobbyist Photographer
...and with this in the game I'd finally do my battleship training -excellent!
Reply  ·  
AStepIntoOblivion's avatar
Sorry, it won't be ingame. :(
Reply  ·  
Xanatos4's avatar
Its an Insult for this Ship not being in the Finals =(
Reply  ·  
AStepIntoOblivion's avatar
Heh. Not bothered by it anymore. I didn't expect to win (hoped sure, but realistically, no).

But if a box can win over this (or your ship, or hundreds of other ships for that matter) and then they blame it on technicalities they never bothered to clarify or stick to. Then we really were all trolled. Not worth raging over. Unless a miracle happens that restores my faith in them, they'll pay for it soon enough with their rep among game devs.
Reply  ·  
Xanatos4's avatar
Well thats true haha, I'll wait for that day :devilish:
Reply  ·  
Xanatos4's avatar
Really Nice I like it =D
Reply  ·  
okRaf's avatar
Crazy good dude!
Reply  ·  
Burhtun's avatar
Burhtun| Digital Artist
Awesome texture!! Wish I had the know-how to texture mine.
Reply  ·  
AStepIntoOblivion's avatar
Come to think of it... wish I could texture YOUR ships. Haha. Awesome shapes you got there. :) Very Amarrian. With your 2d skills if you ever decide to learn texturing, you'd excel at it easily.
Reply  ·  
Burhtun's avatar
Burhtun| Digital Artist
Glad you like em. Yeah I'd like to be able to create fully textured game-ready models. Theres so much I need to learn. It looks like you smoothed your model with smoothing modifier? If you wanted it to work in a game would you just render a normal map from the smoothed version and overlay your hand drawn paneling normal map onto it? Then apply it to a lower poly version? Or am I totally off-base.
Reply  ·  
AStepIntoOblivion's avatar
Still not exactly an expert here either. Still fumbling my way into 'next gen' game art workflows, as I was used to previous workflows which used handmade textures extensively. And yes, those are meshsmoothed to achieve the chamfered edges look. If this were to be turned into a game ready mesh, it would mean rebuilding the lowpoly mesh (which in turn, can be made from the highpoly by simply deleting the smooth modifiers or removing edgeloops, tho some have to be remade by hand).

And yes, usually I make the lowpoly, unwrap it, and then make a highpoly with the smoothed edges and additional large details and bake a normal map and ambient occlusion map from it. (For organic meshes, I often use sculpting tools like Zbrush).

I then apply the newly created normal map to the lowpoly and discard the highpoly. Those only apply to the edge normals and large details tho. The smaller details (panels, buttons, some techy bits, raised edges, holes, etc.) are done by hand for me (tho some artists prefer to do it all in highpoly, which is less flexible after the fact but gives better results if done correctly).

I make the texture sets using the lowpoly's UV template, ambient occlusion, and the normal map created off the highpoly mesh as references/base. Create the color/diffuse, specularity, glow, opacity, whatever else maps are needed, then create a bump map off that (I work in layers, often hundreds of them in one masterfile, and I use masks to make the paneling and whatnot, so creating individual maps is often as easy duplicating/turning off/turning on/tweaking masks and layers and exporting the flattened results). I then make a new normal map from the handmade bump/displacement map and merge that with the earlier baked normal map. Whew. LOL.

So yes, you're exactly correct. :) However for this, as it is not a game model, I skipped the baking to the lowpoly part and went ahead and actually unwrapped and textured the highpoly mesh (though it is basically just a smoothed lowpoly anyway and close enough to the lowpoly, nothing special).
Reply  ·  
LadyArha's avatar
holy....
you texturing work is amazing, i was wondering when i first saw it (and before reading) if u used Z-brush or something. But you indeed unwrapped it all and texture it manually. Sigh u got my full respect, you submissions are prolly he best suited to win this contest, basically for ther efficency in poly-count plus the complex texture that gives it the best looks.
Although i like more this one than the other one XD, might be simple but like people says "simple is better".

Gratz on your works!!!
I hope you win this contest. :3
Reply  ·  
AStepIntoOblivion's avatar
Thanks :D Sadly don't think it really matters that much. Only a very limited area of the ship can be seen. And honestly, in terms of concept art, nothing beats 2d. It's faster, easier, and gives better results. Although yeah, turning it into an ingame model would mean it ends up being optimized and textured anyway. There's a reason why Box art/Cover art always looks better than ingame models. ;) And yeah, given the rules, it also means my entry looks deceptively simplistic if you only look at the line drawings alone. Basically because all the details have already been 'faked' into the texture, leaving the model itself looking quite barren.

Really appreciate the kind words though. :)
Reply  ·  
LadyArha's avatar
Aw come on, don’t underestimate your work.
Yes, the 2D cover arts/high poly might look spectacular, but turn that to something a low performance machine can render AND handle online are different things.
The designs of other ships in the contest are sometimes mind-blowing, but turning that to something that actually works in low poly might be a reason for them to not win.

I like your submissions a lot for the thought of being designed FOR a game, and not for a movie, that it’s at the end, the point of the whole thing.

I’m not 100% sure how the art directors or whoever is in charge of picking the designs are thinking atm: if by functionality or by spectacular they are. But in my opinion your ships lessen the actual work and thinking of EVE artists. They won’t need too much time to "make it real" in the game. Without thinking the work hours that they would spend re-fitting the spectacular designs, that of course it’s more money investment for the company (if not lost money).
Don’t lose hope!!
and!!
thanx 4 tha watch :3

P.S. I hope I made sense in all of this XD
Reply  ·  
AStepIntoOblivion's avatar
Hehe, true. As a modder 3d artist who often work from 2d concept references, I understand perfectly. It's often a headache to create a close enough looking game mesh from extremely complex concepts, and even then end up with less than satisfactory results. :)
Reply  ·  
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