That looks frakking awesome. I wouldn't worry too much about the repetition. It's not evident from a distance, plus it can be explained by having multiple doodads that perform the same functions. (backups to the backups )
Well that's a shed load of detail! Interesting design, I like it. I think it might look better if the colour scheme was toned down a little though... maybe more like red-tinted metal, rather than the more solid red you have at the moment.
The main engine group is greebled in. I still didn't refactor the pods. I tried to use more round shapes in this area as compared to the other sections.
I also tried a slightly different red tone. Does this work better than the more saturated color I had before?
Your greebling is vastly improved on your latest posts, far more deliberate and far less like it was fired from a greeble shotgun. The cannon in a previous post looks awesome as do those new engines, the glow is cool aswell.
When I started the greebling process I originally wanted to cover the ship in unique, functional blocks. I worked that way for a bit and I realized how long it would take to finish the project, and how likely that I would lose interest before finishing. That's when I took some older greeble sets I had and started spraying over the vertical sections of the hull. It would look out of place on the engines though so I had to do that somewhat manually. I think my next project will be on a smaller scale so I can spend a bit more time on each part and not have kilometers of stuff to fill.
I've reworked the hangar area a bit to remove some clutter and clean up some clashing angles. I replaced some of the removed parts with an array of doors for loading/unloading and launching smaller support craft.
The greebling looks rather better now it is finished(?), more deliberate placements and better fitting with the lines of the hull. Your details pictures from the 15th are particularly nice, the featurs in the dorsal superstructure, the engine pods and the fanning out lines on the underside all look great.
Here it is in a scene (a planet I found online that I liked, so I recreated it in 3D). I used the cloud tutorial on this site by IRML again - good stuff.
+1. The bacground is perfect so as the model, but the angle and the lights on her doesn't really fit to the scene.
By the way, the model is an amazing work, congrat!
You're right about the lighting angles. The ship and green planet are on almost the same direction but the moon was quite a bit different. I had it a bit off because only a sliver was visible.
Here's another with the angles all the same, plus another light on the moon at a different angle to give a bit of atmospheric scattering effect, and another for some indirect lighting from the green planet. I still don't like how that moon looks though - too dark now. Perhaps I need to change the lighting angle for the scene but then I'll lose the contrast on the green planet, unless I widen the FOV or pull back to a greater distance from it. Removing the moon entirely or shrinking it down considerably is also a possibility.
Yeah, that does look better. I can see from the direction of the shadows on the ship that it does have the same light source as the green planet. However, the "dark" side of the ship (shadow area) isn't really dark, making it still look a bit "off" compared to the planet, which has a very dark dark side.
There are a few problems, such as the motion blur being a bit too low, the antialiasing being a bit too sharp, and the post effects like the window glows aren't antialiased or motion blurred at all which leads to some flickering. I need to go and change the way I've been doing those at some point.
I think it looks frakking awesome. I love the long flybys, they're very epic. The epic music is a nice touch also. Though, people who suffer from motion sickness may want to stop watching prior to the 1:45 mark.
Posts
The main engine group is greebled in. I still didn't refactor the pods. I tried to use more round shapes in this area as compared to the other sections.
I also tried a slightly different red tone. Does this work better than the more saturated color I had before?
p12_main_engines_done.jpg
p12_main_engines_done2.jpg
I've reworked the hangar area a bit to remove some clutter and clean up some clashing angles. I replaced some of the removed parts with an array of doors for loading/unloading and launching smaller support craft.
p12_hangar_reworked.jpg
The dorsal superstructure, including some communications equipment and additional crew areas:
p12_mesh_done_superstructure.jpg
Rejected (failed) attempt at the engine pods. I scrapped this work:
p12_ice_cream_sandwich_fail.jpg
Current engine pods:
p12_mesh_done_pod_fore.jpg
p12_mesh_done_pod_aft.jpg
Ventral side of the ship (you can see one of the engine pods down there too):
p12_mesh_done_pod_ventral.jpg
I've accumulated a number of cleanup tasks to go through now, including fixing some of the UV coordinates.
Impressive work!
Books: [ Ashes of Alour-Tan | Embers of Alour-Tan ] | Blender Tutorials | Blog
p12_done_dorsal_fore_port.jpg
p12_done_dorsal_aft_port.jpg
p12_done_ventral_fore_port.jpg
p12_done_ventral_aft_starboard.jpg
Books: [ Ashes of Alour-Tan | Embers of Alour-Tan ] | Blender Tutorials | Blog
1136289 quads, 56604 tris, 1779808 vertices.
p12_green_planet.jpg
I'll work on an animation to show a bit more.
I was thinking the same thing.
By the way, the model is an amazing work, congrat!
Here's another with the angles all the same, plus another light on the moon at a different angle to give a bit of atmospheric scattering effect, and another for some indirect lighting from the green planet. I still don't like how that moon looks though - too dark now. Perhaps I need to change the lighting angle for the scene but then I'll lose the contrast on the green planet, unless I widen the FOV or pull back to a greater distance from it. Removing the moon entirely or shrinking it down considerably is also a possibility.
p12_green_planet2.jpg
p12_green_planet5.jpg
http://www.youtube.com/watch?v=UNRQlJ8LYSk
There are a few problems, such as the motion blur being a bit too low, the antialiasing being a bit too sharp, and the post effects like the window glows aren't antialiased or motion blurred at all which leads to some flickering. I need to go and change the way I've been doing those at some point.