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Carrier Concept-MK5 by GlennClovis Carrier Concept-MK5 by GlennClovis
Earlier Pre-Alpha Exploratory Concept ship for the upcoming Starfighter, Inc. space combat sim.

Check it out at www.impellerstudios.com
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:iconmiguel-neves:
Miguel-Neves Featured By Owner May 10, 2016  Hobbyist Digital Artist
ALLLLLLLL PRAAAISE THE 3D SUPREME LEADER
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:iconessjayc:
Essjayc Featured By Owner Mar 21, 2016  Student Digital Artist
Wow, gorgeous.
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:iconmasch-art:
MASCH-ART Featured By Owner Nov 7, 2015  Hobbyist Digital Artist
Perfekte Arbeit und super gerendert
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:icongarryts:
garryts Featured By Owner Jun 17, 2015  Hobbyist Digital Artist
Wow... You've been busy! Nice game design work amongst the stuff you've released today - well done!

BTW, how do you do your greebling, whilst keeping the poly count down? There look to be an insane number of greebles on the carrier, for example
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:iconglennclovis:
GlennClovis Featured By Owner Jun 17, 2015
There is no greebling on the model, everything is either directly modeled, or kit-bashed.  This was merely a concept and not for use in game.  This particular version clocked in at around 20 million polygons, a great deal of which were concentrated in the weapons area.  I never did finish texturing this :( (Sad) 
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:icongarryts:
garryts Featured By Owner Jun 18, 2015  Hobbyist Digital Artist
I'm glad to hear that I'm not the only one who leaves projects unfinished! Generally, once I have the mesh and textures sufficiently done for the angle of the render I want - that’s it!

20M polygons! So, now I'm even more curious... Is your workflow then to bake off the textures and wrap them around a simpler mesh for the game?
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:iconglennclovis:
GlennClovis Featured By Owner Jun 18, 2015
No, these are concepts, I just tend to get really, really into creating details to completely flesh out what I have in mind. I can hand off the file to the 3D game asset artist and they can choose to just use it as a reference or pull parts out that they want to reuse in creating the mesh.  Texturing and UV mapping are NOT my strong points.
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:icongarryts:
garryts Featured By Owner Jun 19, 2015  Hobbyist Digital Artist
Ah, ok - got you...

Yes, I am totally useless at UV mapping - despite having several attempts at learning the technique.

BTW - do you know Greebler, the C4D plugin? One of it's neat features is that you can create your own library of greebles/nurnies to wrap over your objects.
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:iconsilvercleric:
SilverCleric Featured By Owner Mar 19, 2016  Student General Artist
UV mapping isn't complicated, but it sure is really tedious, no matter if you have good scripts or fancy software.  HONESTLY I think it is a terrible method for texturing.  Graphics systems have improved a lot in the last 16 years.. there's a few ways to efficiently render models in such a way that having a old UV map is completely redundant.   By this I mean storing texture data directly into the model / quad faces of a model.. and working with triangles / quads is also extremely dated process.  Spherical mathematics (which is insanely accurate for 3D rendering) is where the Game industry needs to head. The more advanced CG studios have just begun adapting to using real  "atom" like rendering, thanks to a company called Euclideon.  Hope the game industry picks up on it.. it would cut texturing time in half, being able to form something in a program like Z brush, but never having to apply some kind of tiling texture or unrwapping the model to do all the specular, normal, diffuse.. blah blah blah. Overly complicated for what the current hardware could be doing more efficiently with a different refined approach.

 But anyway.. Impressive ship model work here! 
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Submitted on
June 17, 2015
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