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3DEbon Hawk

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Posts

  • wibblewibble516 GermanyPosts: 293Member
    edited June 28 #182
    Took me a while, I know. I turned back to the exterior model and started panelling it. At least the parts that I am confident I won't change any more. I already had been that far in a previous version. We'll see how far I get this time.

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    And just because I wanted to see how it appears in context, I also did a few exterior shots of the cockpit.

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    Post edited by wibble on
    RekkertStarriggerAel'sStarCruiserashleytingerLizzy777xiaorobearsrspicer
  • xiaorobearxiaorobear388 Posts: 132Member
    Seriously impressive stuff, looks great!
    wibble
  • ashleytingerashleytinger986 Central OhioPosts: 898Member
    Looking so very good. Love what you're doing with the paneling and the interior works so well with it.
    wibble
  • wibblewibble516 GermanyPosts: 293Member
    Thanks for the nice comments. =)

    Also, I fleshed out the airlock interior a bit. No big deal, just a little something that was on the schedule for too many years now.

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    And 'cause space is supposed to be a dark place:

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    Ael'ssrspicerLizzy777StarCruiser
  • wibblewibble516 GermanyPosts: 293Member
    edited July 9 #186
    More panels:

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    Post edited by wibble on
    ashleytingerStarCruiserLizzy777RekkertAel'ssrspicer
  • ashleytingerashleytinger986 Central OhioPosts: 898Member
    They need to get a hold of you for the SWTOR remake they're working on. They really really do. So good.
    wibble
  • wibblewibble516 GermanyPosts: 293Member
    edited July 10 #188
    Well, thanks for the compliment.
    If it comes to that remake I'm equally exited and afraid. For one it would be great to see this game (and the Ebon Hawk in particular) in, lets say Horizon: Zero Dawn quality. But than again there are so many ways this could go wrong. Like if they produce one of those polished and shiny games that loses all the charm of the original. And if they do it right (like letting Ryan Dening do the redesign of the Ebon Hawk) also chances are high that it becomes better than anything I could ever build and I will loose all my motivation to ever finish this project.
    Post edited by wibble on
  • wibblewibble516 GermanyPosts: 293Member
    Awhile ago I did cut in the main hatch and blocked out size and position of the boarding ramp. But now that I'm slowly getting used to Blender ver. 3.2.1 I was able to produce renders where you actually could see what I did.

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    Ael'sLizzy777srspicer
  • wibblewibble516 GermanyPosts: 293Member
    Also trying to come up with a better engine layout.

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    Ael'sashleytingerStarCruiserLizzy777srspicer
  • wibblewibble516 GermanyPosts: 293Member
    There you go with the usual small progress.
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    I still don't really know where I want to go with the engine. So I just have been tweaking the blocked-out elements. I'm open for suggestions. ;)

    Also I played a bit with Hyperspace, following this Tutorial.
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    I have to say for a first try I was pretty pleased with the result. Unfortunately I couldn't use my ship model and the Hyperspace cylinder in the same scene 'cause the Ship is rendered in cycles and the Hyperspace scene in Eevee. And both looks pretty dull rendered in the respective other renderer.
    Can anyone tell me how I can make a render without Background? Than I could at least use the Hyperspace Image as Background in the compositor.
    srspicerStarCruiserAel's
  • SCE2AuxSCE2Aux93 Posts: 26Member
    edited July 17 #192
    wibble wrote: »
    There you go with the usual small progress.
    Getting any time to do hobby projects is doing great in my book. :)
    wibble wrote: »
    Also I played a bit with Hyperspace, following this Tutorial.
    I have to say for a first try I was pretty pleased with the result. Unfortunately I couldn't use my ship model and the Hyperspace cylinder in the same scene 'cause the Ship is rendered in cycles and the Hyperspace scene in Eevee. And both looks pretty dull rendered in the respective other renderer.
    Can anyone tell me how I can make a render without Background? Than I could at least use the Hyperspace Image as Background in the compositor.
    Sorry, I'm a 3DSMax guy, but from google it appears that there are ways of outputting a PNG image of the ship with alpha in Blender. The hyperspace effect is looking great.
    Post edited by SCE2Aux on
    wibble
  • ashleytingerashleytinger986 Central OhioPosts: 898Member
    You can render out the scene without a background in Blender by going to Output Properties, then under Output there's a transparent click box as long as you're rendering under PNG.

    Correction, that's in Blender for Artists. I dug through standard Blender and I'm not seeing that option BLARG.
    wibble
  • wibblewibble516 GermanyPosts: 293Member
    Thanks @SCE2Aux and @ashleytinger, the transparent click box is in the Render Properties under Film. But you both pointed me in the right direction, so that really helped.

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    srspicerStarCruiserLizzy777Ael's
  • wibblewibble516 GermanyPosts: 293Member
    Did add those little cut-outs around the engine, thought it might make this empty space a bit more interesting. Not sure though if I should keep them.
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    ashleytingersrspicerStarCruiserAel'sLizzy777
  • SCE2AuxSCE2Aux93 Posts: 26Member
    I looked through some images online of the Ebon Hawk - looks like a very greebly ship, so I'd say keep 'em.
    wibble
  • ashleytingerashleytinger986 Central OhioPosts: 898Member
    Keep 'em. They look good
    wibble
  • wibblewibble516 GermanyPosts: 293Member
    edited July 24 #198
    Thanks for the replies. I guess I will keep 'em then. :) What made me uncertain was that after this detail draws attention to this region it feels even emptier than before. But I guess the lesson to be learned here is not to overthink every little detail. So I will move on then and if it keeps bothering me it can easily be made undone.

    Today I made a few more panels. I had already done this part but I did lower the space between the panels into the model. Thought that would look better but than I decided that I wanted the panels raised like the rest and I had to do them again.
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    And I cut out these openings on both sides which I will fill with greeble stuff eventually.
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    Also, I was in the mood for mood.
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    Post edited by wibble on
    ashleytingerStarCruisersrspicerAel'sLizzy777SCE2Aux
  • wibblewibble516 GermanyPosts: 293Member
    edited July 28 #199
    Now the bow need to be paneled again as well. This time lower the panel lines seems to be the right choice. Not completely happy with those thrusters though. I did build very fine lines which just vanish from a greater distance. I will have to do them again for I would at least like them to be visible from a distance like in the first picture.

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    Post edited by wibble on
    SCE2AuxAel'sashleytingerStarCruiserWarp Propulsion LaboratoryLizzy777
  • ashleytingerashleytinger986 Central OhioPosts: 898Member
    I don't know. I kind of like that there's detail really close up and that it naturally fades as you get further from the ship. Adds a level of realism to it I think.
    wibbleWarp Propulsion Laboratorysrspicer
  • wibblewibble516 GermanyPosts: 293Member
    Thank you ashleytinger and actually I agree, you know, to a certain degree. There is plenty of detail all over the model that is not really visible and I always tell myself that it is worth the effort 'cause it adds to the appearance even though the detail itself isn't visible most of the time. But in this case the area appeared just like blank space and beside the occasional WIP shot I doubt that I will ever do such an extreme close-up ever again. What made it kind of useless to have this detail at all. So I just extruded the whole area by 5 mm and also gave the circles around the thrusters a thickness of 5 instead of 2 mm which is just enough to see that there is something and it will still fade away from a higher distance.
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    And then I continued panelling the underside.
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    ashleytingerSCE2AuxAel'sLizzy777
  • SCE2AuxSCE2Aux93 Posts: 26Member
    I think that's the right strategy - keeping some details sufficiently fine, they only resolve themselves in close up. It will give you greater flexibility in the long run when deciding where, and how close to place your cameras.
    wibble
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