that detailing is immense! cant wait to see it done! Are the large framed blank spaces windows? What are you using for references anyway, the in game model didnt have anywhere near thisdetail so have you found some cool concept art or are you just making it up as you go along?
@Pyrocitor Three guesses what my screens resolution is
@liam Yeah those are windows. They'll be lit up eventually. And I'm mostly making it up as I go along. Main source of inspiration is a single piece of concept art:
(Yeah that's full resolution...) Honestly I don't use it for much beyond getting proportions right on big stuff and for general ideas.
@brain damage Textures probably won't go much beyond procedural stuff. We'll see when I get there.
Might want more, smaller windows, or at least thicker frames/dividing areas between them - the ones you have now make the ship seem smaller than the concept suggests - they're in the 700-800m, correct?
Also, have you tried adding more self-illumination to the window material? For a little glow effect? Though you could always render out the windows as another pass and composite in photoshop.
I was thinking the same thing as fractal, the scaling of the windows makes it look a little small, although it was only 600m long.
Similar scale windows to the ones on the bridge area in the concept art I would think would look better.
Good point on the windows guys, having that post right after the concept image makes it pretty clear. Pyrocitor's right, its only 600m, but still. The window frames are currently scaled to be floor to ceiling or so (~3m vertical), but I'm going to try scaling them down some.
And I know what you're talking about with the window glow Ansel, I wanted more of that too. VRay just wasn't giving it to me somehow, I'll have to try some more. Mental Ray had the glow output shader that you could use, need to see if VRay has something similar.
Good news is I should have a good chunk of time over Christmas break here.
Looking great.
Ha looking at the concept art tho you've got so much more to do, cant wait to see how you tackle the greebles and details on the clean hull panels. This ship is too nice for some panel lines it needs so much more if you get me?!?
Yea, I thought they might be floor to ceiling windows. Perhaps scaling them down so they're only a meter or so high?
The bridge/command deck area's could probably stay with full windows though.
You see the bridge in KOTOR, so you can scale from that if you feel anal. I use 1-1.5m squares (or octagons) for my windows, and at capital ship scales that tends to work well. Instance them, and a lot of them, and you'll get a good sense of scale and complexity.
You should be able to crank the self-illumination way up as a Vray material setting, but I know it's a bitch to get the right level. If it really doesn't work, just assign the windows a different matID and do a lens effect glow (it's a bitch for different resolutions, but it works) - either that, or just composite the self-illumination layer alone on top of the render in Photoshop.
Yeah, I think I have the scale of the bridge down pretty accurately, just needed to make the others smaller. Anyway, rescaled them vertically to be ~1m tall, works much better. Also got glow working (had to go back to the built-in frame buffer, but oh well).
Figured I'd throw this up here for people's impressions on the scale:
That's very rough, I need to adjust all the details around the windows now, and I'm going to adjust the number, positioning, and separation on the windows more (the set of windows directly in front of the end of the engine on the side is the look I want I think).
Glad to see I've dragged a lurker out of hiding, the sentiment is appreciated, and thanks to the rest of you as well.
I've finished overhauling the windows, it looks a ton better now. They look much better with redone separators and everything especially. Not as small as the tiny pin-pricks of light in the concept, but a good scale for the size. I'm trying to finish detailing that section on the rounded corner, then I'll post an update. Hopefully will be for Christmas.
For those wondering, greebling on a curved surface is way harder than on a flat surface. I think that curved corner section took as long as most of the rest of that bottom area. Anyway, as promised:
The dish thing there is a tractor beam projector along the lines of what modern ISDs have by their landing bays.
Big thanks to fractal and pyro for the advice on the windows, looks way better now in my opinion.
Excellent work, dude!
Loving the greeblie work!!!
So, is this a canon Old Republic design, or a flight of fancy?(I started the Old Republic game, but didn't get out of the first level due to sheer boredom!!!)
Very nice man, the greebling is looking awesome :thumb:
The new scaling of the windows gives it a much more accurate sense of scale. Feels a lot bigger than the first "window" renders, while still hinting that it is significantly smaller than its Imperial-era descendants.
The design is canon-ish. Its in the game, but I've ramped up the level of detail and changed/added so much stuff they only vaguely resemble each other beyond basic shape.
This is the in-game version:
Thanks guys. Been busy with other projects, but did a bit on this this weekend. Added a tiny bit more to the upper trench and worked on my materials some thanks to dreamwalker's help. The main hull might be a little too glossy, hard to tell with no details on it yet though, see what you guys think:
Its definitely different from the in-game shot above, I'm going more for how I remember it looking than it actually looks (if that makes any sense).
I used a sky map with black ground, then motion blurred it vertically to go with the anisotropy. The one I used was part of a 20 pack from here: 20 HDRI Images by ~just-Nate on deviantART
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Are you planing to texture it?
@Pyrocitor Three guesses what my screens resolution is
@liam Yeah those are windows. They'll be lit up eventually. And I'm mostly making it up as I go along. Main source of inspiration is a single piece of concept art:
(Yeah that's full resolution...) Honestly I don't use it for much beyond getting proportions right on big stuff and for general ideas.
@brain damage Textures probably won't go much beyond procedural stuff. We'll see when I get there.
Materials still seem a little off to me, so if anyone has tips I'm all ears.
Might want more, smaller windows, or at least thicker frames/dividing areas between them - the ones you have now make the ship seem smaller than the concept suggests - they're in the 700-800m, correct?
Also, have you tried adding more self-illumination to the window material? For a little glow effect? Though you could always render out the windows as another pass and composite in photoshop.
I was thinking the same thing as fractal, the scaling of the windows makes it look a little small, although it was only 600m long.
Similar scale windows to the ones on the bridge area in the concept art I would think would look better.
And I know what you're talking about with the window glow Ansel, I wanted more of that too. VRay just wasn't giving it to me somehow, I'll have to try some more. Mental Ray had the glow output shader that you could use, need to see if VRay has something similar.
Good news is I should have a good chunk of time over Christmas break here.
Ha looking at the concept art tho you've got so much more to do, cant wait to see how you tackle the greebles and details on the clean hull panels. This ship is too nice for some panel lines it needs so much more if you get me?!?
The bridge/command deck area's could probably stay with full windows though.
You should be able to crank the self-illumination way up as a Vray material setting, but I know it's a bitch to get the right level. If it really doesn't work, just assign the windows a different matID and do a lens effect glow (it's a bitch for different resolutions, but it works) - either that, or just composite the self-illumination layer alone on top of the render in Photoshop.
Figured I'd throw this up here for people's impressions on the scale:
That's very rough, I need to adjust all the details around the windows now, and I'm going to adjust the number, positioning, and separation on the windows more (the set of windows directly in front of the end of the engine on the side is the look I want I think).
Gives it a much better sense of scale without making it seem as big as the OT era SD's.
Firstly to bump, secondly, to say this is brilliant work.
please keep us posted with lots more renders!
I've finished overhauling the windows, it looks a ton better now. They look much better with redone separators and everything especially. Not as small as the tiny pin-pricks of light in the concept, but a good scale for the size. I'm trying to finish detailing that section on the rounded corner, then I'll post an update. Hopefully will be for Christmas.
The dish thing there is a tractor beam projector along the lines of what modern ISDs have by their landing bays.
Big thanks to fractal and pyro for the advice on the windows, looks way better now in my opinion.
Also: Merry Christmas to everyone!
Loving the greeblie work!!!
So, is this a canon Old Republic design, or a flight of fancy?(I started the Old Republic game, but didn't get out of the first level due to sheer boredom!!!)
The new scaling of the windows gives it a much more accurate sense of scale. Feels a lot bigger than the first "window" renders, while still hinting that it is significantly smaller than its Imperial-era descendants.
The design is canon-ish. Its in the game, but I've ramped up the level of detail and changed/added so much stuff they only vaguely resemble each other beyond basic shape.
This is the in-game version:
I am still very impressed with the work you've done!
:thumb:
One thing in particular, I like the sort of plate-like trenches you've given it... reminiscent of the Cylon basestar from the reimagined BSG series.
:cool:
Its definitely different from the in-game shot above, I'm going more for how I remember it looking than it actually looks (if that makes any sense).
Hope you can finish it soon. Like to see the final render.
I used a sky map with black ground, then motion blurred it vertically to go with the anisotropy. The one I used was part of a 20 pack from here: 20 HDRI Images by ~just-Nate on deviantART