The panelling looks good to me too, but if you're unsure, best to leave it alone for a day or two without looking at it. Fresh eyes are always better than trying to figure it out after staring at it constantly for ages.
If you're unsure, best to leave it alone for a day or two without looking at it.
Yap, that's pretty much my strategy for life. Hence the 10 years production time.
On that note, while I let it rest, I tried my hands on another airlock. Actually that was a quick one. I just copied it from the interior set. Not sure if I keep it 'cause it feels kind of lazy, but for now I just wanted to define the direction I want to go.
Looking really nice! I could see adding a couple mechanical docking clamp bits around, or some deeper pits to received docking clamps from another ship? Could differentiate it a little from the interior without changing the look too much.
Looks good. I agree, some docking clamps would be a nice addition. Did you nix one of the side laser turrets to put that there? Or am I thinking of the wrong part of the ship. Honestly, the side laser turrets always seemed kinda redundant anyway, since you exclusively used the top turret in both games.
@evil_genius_180: You are thinking of the right part of the ship. I moved the starboard canon to the bottom, like you can see here. Mainly because of this cutscene from KotOR II: , which I like very much esthetically but doesn't make much sense unless you can walk through the turret.
@xiaorobear: Thank you very much for the feedback. I agree that it would benefit from a few docking clamps. If you say they could differentiate it without changing the look too much, where do you see them? I guess it mostly depends on how the counterpart looks like. The version that I thought of so far is a negative form that covers the entire airlock. That would leave the inner ring for the clamps. Something like this:
Of course now that doesn't leave enough space for the doors to open. So I will have to give them another shape. Didn't like the "peace sign" anyway.
@evil_genius_180: You are thinking of the right part of the ship. I moved the starboard canon to the bottom, what you can see here. Mainly because of this cutscene from KotOR II: , which I like very much esthetically but doesn't make much sense unless you can walk through the turret.
Ah yes, that scene. Go-To's yacht. I forgot about that.
The space background looks great. Is that a render or something you made or obtained by other means?
It's a NASA photograph. Taken by the Hubble telescope if I had to guess, but I'm not sure. Used as Image Texture on a plane mixed with an emission shader. So, nothing special here. Yes, after 16 years of messing around with Blender I'm still trying to figure out the basic tricks. But that makes it even more satisfying if I finally receive convincing results.
And yes one day I will have to build a Sith fighter to give it something to shoot at. But that will have to wait I'm afraid.
Thank you @evil_genius_180. It really is an improvement, isn't it? But also doesn't look right yet. Especially if I do Interior shots you can see that it is way too reflective.
If anyone with Blender experience has an idea what I could doe better, it would be very appreciated. In this regard it might help if I show you the node tree. But please don't laugh about it. I really didn't know what I was doing and just mixed some shaders together in order to see what the result would be.
I don't know about being too reflective. I just got off a cruise ship and that seems just about right from when we were looking out of the dining room or just walking the halls and looking out.
Yeah, I agree. The reflections look good, just from being inside a building with lights on and looking out. I just went to the window and opened the blinds and I can see my lamp reflecting in the glass. But I can see through other parts of the glass where there isn't a reflection, like what you have there.
Thank you for the acknowledgement, that of course is appreciated as well.
Did invest a bit of time in the cockpit ceiling. Like for the rest of the ship I have no concept or an idea where I want to go. I'm just testing shapes and will see what works in the end.
It can be rough sometimes designing something from scratch. The original interior of the Ebon Hawk was just a bunch of textures because of the age of the game, so you're definitely doing this from scratch when it comes to the details.
It can be rough sometimes designing something from scratch. The original interior of the Ebon Hawk was just a bunch of textures because of the age of the game, so you're definitely doing this from scratch when it comes to the details.
Yeah, I definitely anticipated this to be easier. Well, lesson learned!
As for the details I try to get reference from wherever I can get them. In the case of the ceiling I'm leaning towards the "Last Resort" from the KotOR Comics.
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Hey, no need to be sorry. Like I said, I understand it very well. This was just my twisted way to say how good it is to see you again.
Yap, that's pretty much my strategy for life. Hence the 10 years production time.
On that note, while I let it rest, I tried my hands on another airlock. Actually that was a quick one. I just copied it from the interior set. Not sure if I keep it 'cause it feels kind of lazy, but for now I just wanted to define the direction I want to go.
@xiaorobear: Thank you very much for the feedback. I agree that it would benefit from a few docking clamps. If you say they could differentiate it without changing the look too much, where do you see them? I guess it mostly depends on how the counterpart looks like. The version that I thought of so far is a negative form that covers the entire airlock. That would leave the inner ring for the clamps. Something like this:
Of course now that doesn't leave enough space for the doors to open. So I will have to give them another shape. Didn't like the "peace sign" anyway.
Ah yes, that scene. Go-To's yacht. I forgot about that.
The space background looks great. Is that a render or something you made or obtained by other means?
It's a NASA photograph. Taken by the Hubble telescope if I had to guess, but I'm not sure. Used as Image Texture on a plane mixed with an emission shader. So, nothing special here. Yes, after 16 years of messing around with Blender I'm still trying to figure out the basic tricks. But that makes it even more satisfying if I finally receive convincing results.
And yes one day I will have to build a Sith fighter to give it something to shoot at. But that will have to wait I'm afraid.
If anyone with Blender experience has an idea what I could doe better, it would be very appreciated. In this regard it might help if I show you the node tree. But please don't laugh about it. I really didn't know what I was doing and just mixed some shaders together in order to see what the result would be.
Did invest a bit of time in the cockpit ceiling. Like for the rest of the ship I have no concept or an idea where I want to go. I'm just testing shapes and will see what works in the end.
As for the details I try to get reference from wherever I can get them. In the case of the ceiling I'm leaning towards the "Last Resort" from the KotOR Comics.
Thank you very much. After ten years of struggling it is wholesome to read something like that.