These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

My EVE

 
  • Topic is locked indefinitely.
123Next page
 

Caldari ship model I created.

First post
Author
Ferni Ka'Nviiou
Doomheim
#1 - 2014-12-21 02:42:28 UTC  |  Edited by: Ferni Ka'Nviiou
Hello all,

I was forum-browsing here the other day in GD and saw that ship model someone whipped up in Blender. I was quite inspired to create a ship (since I hadn't done one before, nor any mechanical object).

I decided Caldari, because solar-panels are too hard to model. I don't really like the Gallente or Amarr design schemes as much. Caldari was easiest.
So, it took me 9 hours since deciding to make the ship to the completion of the physical model. I haven't created any textures for it... Yet. It was rather late when I finished.

It's a Cruiser-class ship, and I have named it,
So without further ado, I present to you: the Owl.

EDIT: I am redesigning the hull to be more... Better. The latter posts give detail about what I'm changing.

I am quite proud of it. (more images, and a video follow) It took me about 10 minutes to come up with the key features of the ship.
I took inspiration from a few different things (I'll add that I haven't actually watched any Sci-Fi movies. Star-wars being one of them), the major features took elements from Moths, Hawks, the MiG 23 (or any other aircraft with side mounted intakes), and some Star Conflict fighters, I think.

Here's the Back view.
Apologies if this is too 'atmospheric' for some of your tastes. It's not my fault.

I'll describe the core aspects of the Owl before dumping all the images.

At the very front of the ship is the (Primary) Sensor Module. It contains the vast majority of sensory equipment and provides a large amount of computing power for the Command Bridge.
It was designed to be as close to the bridge as feasible. Being close to the bridge means it can relay sensory data at very high speeds, much faster than ships with sensors elsewhere.

The Command Bridge is predominately for non-Capsuleer use. It has three platforms, and is the centre for internal communications to the Ship Equipment and crew.
With the capsuleer-fitted Owl the bridge still serves as the central-most point for communications, however, computing power is relayed to the capsuleer, whom is located around 40 metres behind the bridge.
Because of this non-capsuleer Owls will always have a higher CPU capacity and Sensor Resolution, albeit only by a small amount.

The Gamma-burst Detection Array (GDA) is a prototype technology which allows for the detection of warps at a distance. When a warp field is created, space-time is compressed a huge amount, and any gamma radiation emitted from the local Star will be compressed also. A warp-field will create a noticeable gamma-burst when it collapses.
The GDA uses an advanced FTL sensor-suite to map these gamma-bursts up to 14.35 AU away. The GDA can also detect increasing gamma concentrations, and gamma-free areas to give a crude map of warp fields being generated, and their direction.

The Shock Layer is an advanced kinetic-absorption plate to transfer kinetic energy from projectile and/or explosive force on the Armor, to other, more durable areas of the ship. Underneath the Shock Layer is a wealth of sensitive internal wiring, tracking systems, and ship hydraulics. These areas are tightly packed, and thus incredibly vulnerable to breakage.

The Capacitor Power Relay (different to the ship module) is simply a place where the major capacitor leads are positioned to feed power to major areas of the ship. The cords are extremely tough, and are positioned on the exterior of the ship to save space for computer modules and hydraulics.

The Particle Warp Jet is a warp engine which makes use of compressed particles inside of a vacuum to fuel the warp core through laser-fusion, conserving capacitor power for other areas of the ship. Though still a prototype, it has been proven an effective method of more efficient Warp Core power management.
The particles (mostly helium nuclei) are attracted into the 'intake' with a negatively charged attractor in the centre of the exhaust. The particle is fused with other nuclei as it travels through the centre of the engine (aided by magnetic force) into focal points where multiple photonic lasers converge. The lasers are not powerful enough to cause effect to the walls of the engine when absorbed. The laser-fusion process is self-sustainable, given there is a steady stream of particles entering the engine, in warp fields this is easily achievable.

OK! Woo! That concludes the description of the Owl components. So now, the part you've all been waiting for (maybe?):

Image dump

Under-belly

Front view

Angled-Front view

Side view

For comparison purposes, I've got some renders of other Caldari ships also:

Moa

Scorpion

Ferox

Drake

And also, here's the promised video:

Owl - spin-around animation

Also, cats. Wait, this isn't imgur...

As I said earlier, it took me about 9 hours to get to this stage. I started at 7.30pm and finished at 4.00am, I estimate it took me about 30 minutes to create the concept drawing. On that note, here's the concept drawing I used:

Owl Conceptual design
You can see the evolution of the model from top to bottom, and things were also changed when I drew the model.

I created the model in Maya, and I used KeyShot 5 for the renderings.
I have some screenshots from various stages of modelling, but I'm running out of space...

Thanks for reading. What do you think?
Vapor Ventrillian
The Scope
Gallente Federation
#2 - 2014-12-21 02:44:17 UTC
Nice

Plus one from me

The Evil Overlord of Scope, self elected as all good overlords should be

Chisa May
Caldari Provisions
Caldari State
#3 - 2014-12-21 02:50:37 UTC
Looks like a Baby Moa! Make it a destroyer!
Pix Severus
Empty You
#4 - 2014-12-21 02:55:36 UTC
Its quite reminiscent of Serenity (Firefly) to me.

I like it.

MTU Hunter: Latest Entry - June 12 2017 - Vocal Local 5

MTU Hunting 101: Comprehensive Guide

Sol Project
Shitt Outta Luck - GANKING4GOOD
#5 - 2014-12-21 03:38:34 UTC
I like them, but they miss tex.... PIX!

OMG! I thought of you today!

You're alive!!

Ladies of New Eden YC 117 by Indahmawar Fazmarai

Warning: NSFW! Barely legal girls in underwear!

Diana Kim > AND THIS IS WHY THE FEDERATION MUST BE DESTROYED!!

Ferni Ka'Nviiou
Doomheim
#6 - 2014-12-21 04:47:55 UTC
Sol Project wrote:
I like them, but they miss tex....

Textures? Yeah, like I said, at 5.00 in the morning the last thing I wanted to do was more modelling.
Primary This Rifter
Mutual Fund of the Something
#7 - 2014-12-21 04:54:40 UTC
Goodposting.
Mr Mac
Dark Goliath
#8 - 2014-12-21 10:30:13 UTC
Very nice
Should be more unique. Owl looks almost same as damnation hull Blink
Solhild
Doomheim
#9 - 2014-12-21 10:35:24 UTC
This is great. My initial thought was that the ship model should replace the Caldari shuttle. Really good stuff, keep it coming Cool
Paranoid Loyd
#10 - 2014-12-21 10:55:23 UTC  |  Edited by: Paranoid Loyd
Well done, nice post too. Looking forward to the results of texturing.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Ferni Ka'Nviiou
Doomheim
#11 - 2014-12-21 11:26:48 UTC  |  Edited by: Ferni Ka'Nviiou
Mr Mac wrote:
Very nice
Should be more unique. Owl looks almost same as damnation hull Blink

I didn't take any inspiration from the Prophecy hull. Like, at all.

Sure, you can compare similarities quite easily.
Winglets, Slanted-Nose, and the thick back ends? Yeah, those are similar.

I was aware of all of this when creating the ship, it was in the back of my mind the entire time.
But I had to make sure that the ship wasn't going to turn into some fighter-craft from Star Citizen or Elite: Dangerous; to make it look as if it were a viable hull to brave New Eden.

It's quite hard to create a unique ship nowadays, so it disdains me to think that it is being compared to the Prophecy as 'almost the same.'

I picked a niche when I was designing the ship.
Cockpit-style bridge, long Auxiliary thrusters, and Caldari components (radar, large antennae)
I'm pretty sure there is more than one ship in EVE which looks rather similar when compared (with no shaders) to another model.

You might be more convinced when I get textures on the ship. Amarrian ships have quite a 'flowing' kind of look. The big armor plates make the ships look more curved.
The thing with the Owl is that, with shaders my intentions are to make it more jagged, with sharp edges. Reminiscent of the usual Caldari design scheme.

I do agree with you, but it's just quite hard to find a totally unique hull which doesn't look silly and/or is really hard to model.

EDIT: I've accepted that it does indeed look too similar in its current state. Because of this, and its 'Space-shuttle' look, I'm most likely going to change the model in the near future. It's supposed to be a Cruiser, after all.
Bagrat Skalski
Koinuun Kotei
#12 - 2014-12-21 12:13:44 UTC  |  Edited by: Bagrat Skalski
For me it lacks character, its very "space shuttely". Too civilized. Looks maybe like terran ships from the times that they made first steps to interstellar travel or something like that. I would not say its primitive, but archaic looking. Doesnt look too agressive too, rather like space bus.

If you have seen how most spaceships are done, its not easy process, the design on the concept part is the most difficult and has to be the most creative job. the purpose of the ship counts too. If concept sticks with you, you get that "umpf" just from looking at it, its good. Then its only a matter of modeling 3D shape.
Rain6637
GoonWaffe
Goonswarm Federation
#13 - 2014-12-21 12:16:48 UTC
hey, wow. So like, I'm taking Maya and I can appreciate the attention to detail this type of thing requires. Whether it's a 3D model or a hand drawing (from life), to get it just right you can't allow yourself to fudge, not even a little bit. So I'm wondering, the Scorpion hull render you posted, did you make that? Or did you pull it from the game files.
Ferni Ka'Nviiou
Doomheim
#14 - 2014-12-21 12:21:05 UTC
Rain6637 wrote:
hey, wow. So like, I'm taking Maya and I can appreciate the attention to detail this type of thing requires. Whether it's a 3D model or a hand drawing (from life), to get it just right you can't allow yourself to fudge, not even a little bit. So I'm wondering, the Scorpion hull render you posted, did you make that? Or did you pull it from the game files.

All of the EVE ship models I rendered were exported from game files as .OBJ models and placed directly inside the KeyShot scenes.
If I was making those, you would have to expect a far, far greater quality model from me. Big smile
Rain6637
GoonWaffe
Goonswarm Federation
#15 - 2014-12-21 12:24:11 UTC
Is there a reason you haven't taken advantage of Mental Ray in Maya? Why use keyshot instead?
Ferni Ka'Nviiou
Doomheim
#16 - 2014-12-21 12:43:06 UTC
Rain6637 wrote:
Is there a reason you haven't taken advantage of Mental Ray in Maya? Why use keyshot instead?

Much easier and quicker for me to set up.
KeyShot does a lot of things for you, which is great when you just want simple renders and don't want to have to go through every little detail.
I haven't really looked at mental ray much, mostly I get all that I need and more from KeyShot.
Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#17 - 2014-12-21 12:43:09 UTC
Could easily be an atmospheric Caldari ship, or even a destroyer... Nice work! :)
Ferni Ka'Nviiou
Doomheim
#18 - 2014-12-21 12:57:59 UTC
Bagrat Skalski wrote:
For me it lacks character, its very "space shuttely". Too civilized. Looks maybe like terran ships from the times that they made first steps to interstellar travel or something like that. I would not say its primitive, but archaic looking. Doesnt look too agressive too, rather like space bus.

If you have seen how most spaceships are done, its not easy process, the design on the concept part is the most difficult and has to be the most creative job. the purpose of the ship counts too. If concept sticks with you, you get that "umpf" just from looking at it, its good. Then its only a matter of modeling 3D shape.

I had a couple of key parts to the ship which I kept in the concept the whole way through. I was trying to, say, mold the model around them. I did look at various Caldari ships on the way through, and one thing they shared was random blocks on the model. I attempted to do this in Maya, but I couldn't quite get it to fit.

I agree, too civilised. Too much like an an Atmospheric shuttle.

And upon further reflection, the fact that it shares a few key concepts with the Prophecy is also rather annoying.
Ferni Ka'Nviiou
Doomheim
#19 - 2014-12-21 13:00:53 UTC
I might remodel this ship.
It'll save me having to learn texturing for the meantime.

Before I go too far into the new concept, I have to ask anyone still browsing this thread:
Did the 'Cockpit-style' Command Bridge make the ship seem small? Or too civilian?
What were your thoughts on it?
Rain6637
GoonWaffe
Goonswarm Federation
#20 - 2014-12-21 13:23:21 UTC
Ferni Ka'Nviiou wrote:
Rain6637 wrote:
Is there a reason you haven't taken advantage of Mental Ray in Maya? Why use keyshot instead?

Much easier and quicker for me to set up.
KeyShot does a lot of things for you, which is great when you just want simple renders and don't want to have to go through every little detail.
I haven't really looked at mental ray much, mostly I get all that I need and more from KeyShot.

It's too simple, and you're missing out on a lot.

Step 1: Go to Window -> Settings / Preferences -> Plug-In Manager

Step 2: Toward the bottom of Plug-In Manager, check the boxes for Mayatomr.mll

Step 3: I've created a sphere and a square flat surface as an example

Step 4: Go to Window -> Rendering Editors -> Hypershade

Step 5: Down under "Mental Ray" is "Materals." Select one of the mia_materal or mi_metallic_paint

Step 6: Open Attribute Editor, second to left icon at the top right of Maya

Step 7: select the Mental Ray color in Hypershade window, and edit color in Attribute Editor.

Note: There are two ways to assign a material. One is right-click the object and Assign New / Existing material. The other is in Hypershade... right-click and "Assign Material to Selection" (with an object selected).

Step 8: Go to Window -> Rendering Editors -> Render Settings

Step 9: Under "Render Using" dropdown, select "mental ray"

Step 10: On the Render Settings -> Indirect Lighting tab, click "Create" for Physical Sun and Sky

Step 11: Directly beneath that, check "Global Illumination"

Step 12: When you have your object framed in the viewport, click IPR

Step 13: To start rendering, highlight the area of the Render View you want to render with click+drag

Render completes, you end up with this




now it's your turn. tell me how to extract the ship models from the game files.
123Next page