These forums have been archived and are now read-only.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.
Previous page123
 

Caldari ship model I created.

First post
Author
Rain6637
GoonWaffe
Goonswarm Federation
#41 - 2014-12-22 10:35:25 UTC  |  Edited by: Rain6637
aside from the viewport settings in the render, the level of detail is an important part of sense of scale. The basic shape doesn't give too much info on its own about the relative size until you add detail. Generally more intricate detail conveys bigger scale.

I think the body of it needs to be raked out a bit. You don't start seeing the brick-type proportions until Battleships (Typhoon, Megathron, Dominix)

Things like thrusters and drone bays should be proportionally similar to other cruisers. There's a strong proportional theme among EVE's cruisers.

Artistic freedom is one thing, but in a case like this where there's an established look to things according to ship type, It's important to stay within those guidelines. Make it look different, sure, but it still has to fit in.

since you have access to all of EVE's ship models, I would keep a frigate and cruiser model near the working model (in the same scene) to keep a constant scale/proportion reference nearby.
Ferni Ka'Nviiou
Doomheim
#42 - 2014-12-22 12:06:52 UTC
Rain6637 wrote:
I think the body of it needs to be raked out a bit. You don't start seeing the brick-type proportions until Battleships (Typhoon, Megathron, Dominix)

I'll think about it. I intended to keep it rather short. Certainly not as short as is conveyed in the drawings, but also not as long as the stretched-out version you have.

I have a role in mind for this ship, it requires a large sensor strength and small signature radius. It is fitting that this ship be more short in comparison to the average Cruiser.

It's not a huge amount shorter in my head (the drawing was restricted by the A4 paper), but I want this concept to look cramped; almost chaotic looking.

Rain6637 wrote:
Things like thrusters and drone bays should be proportionally similar to other cruisers. There's a strong proportional theme among EVE's cruisers.

Artistic freedom is one thing, but in a case like this where there's an established look to things according to ship type, It's important to stay within those guidelines. Make it look different, sure, but it still has to fit in.

The drone bay will be the same size as the average cruiser, it's just hard to get every proportion correct with hand-drawings when you're simply creating a reference diagram.

The Primary Thruster has three nozzles, I think. It just looks unified on the drawing.
There's also the auxiliary thrusters, the warp-jets, and the winglets (same as the first model).

Rain6637 wrote:
since you have access to all of EVE's ship models, I would keep a frigate and cruiser model near the working model (in the same scene) to keep a constant scale/proportion reference nearby.

It's harder than you think. While I do already do that, you have to really work from a plan. Though I become an immediate hypocrite by saying that, it is true. If you have planned your model in advance with reference to the other models you are trying to mimic proportions to, then your modelling will be much easier.
Rain6637
GoonWaffe
Goonswarm Federation
#43 - 2014-12-22 12:44:55 UTC
I have a model to show you of my own... it was a redesign of the cormorant... in Kaalakiota colors / Flycatcher.

I did up a quick playblast animation in Maya but it's still rendering, i'll post it in a bit.
ISD Decoy
ISD Community Communications Liaisons
ISD Alliance
#44 - 2014-12-22 13:01:45 UTC
Moved to My EVE.

ISD Decoy

Captain

Community Communication Liaisons (CCLs)

Interstellar Services Department

Rain6637
GoonWaffe
Goonswarm Federation
#45 - 2014-12-22 13:13:55 UTC  |  Edited by: Rain6637
I messed up the keyframes and it's choppy and bad... but the only reason I know even this much is I sat in on the Maya II class which was right after mine. Every day.

http://www.mediafire.com/view/cznyy0fle088joa/Flycatcher_Hotdogging.gif 9mb

you'll have to download it first to view it. drag it into your internet browser to play it at normal speed. my image viewer plays it fast... then again I didn't put any delay on the frames.



Here's a technique that seems to use a horizontal flip of the image, with an adjustment of brightness on certain surfaces to give it a top / bottom half feel. http://www.artstation.com/artwork/spaceship-thumbnails
Ferni Ka'Nviiou
Doomheim
#46 - 2014-12-23 08:28:26 UTC
Rain6637 wrote:
I messed up the keyframes and it's choppy and bad... but the only reason I know even this much is I sat in on the Maya II class which was right after mine. Every day.


http://www.mediafire.com/view/cznyy0fle088joa/Flycatcher_Hotdogging.gif 9mb

you'll have to download it first to view it. drag it into your internet browser to play it at normal speed. my image viewer plays it fast... then again I didn't put any delay on the frames.



Here's a technique that seems to use a horizontal flip of the image, with an adjustment of brightness on certain surfaces to give it a top / bottom half feel. http://www.artstation.com/artwork/spaceship-thumbnails

I think I might just start modelling the new ship now rather than waiting for feedback, as feedback probably isn't going to come given the general nature that I assume this board has, i.e. videos of PVP, or bust.

I think it was just fine in General Discussion, sigh.. but... I shan't argue too much.

The first model is a bit mediocre compared to EVE ships and, also to what I have in mind for the new one.
Who knows, maybe someone here will like the new model. I won't get my hopes up though.

And also,
those ships look like someone strapped a load of Minmatar cruisers and frigates together and painted them grey.

Though the horizontal flipping thing wouldn't work for vertically asymmetrical models (like, every ship in EVE).
Rain6637
GoonWaffe
Goonswarm Federation
#47 - 2014-12-23 08:31:41 UTC
Ferni Ka'Nviiou
Doomheim
#48 - 2014-12-23 08:41:54 UTC
Rain6637 wrote:
psst: you can use the technique to get left / right half.

My apologies, but I don't know what you mean by that.
Ferni Ka'Nviiou
Doomheim
#49 - 2014-12-23 09:10:54 UTC
Oh, what a long night this is going to be.
Rain6637
GoonWaffe
Goonswarm Federation
#50 - 2014-12-23 10:13:54 UTC
it appears the artist used it to get the top / bottom half of ships with a generally symmetrical look, but you can also use it to mirror the left / right halves of ships.

are you familiar with importing images to the orthographic views, to work from?
Ferni Ka'Nviiou
Doomheim
#51 - 2014-12-23 11:09:59 UTC
Rain6637 wrote:
it appears the artist used it to get the top / bottom half of ships with a generally symmetrical look, but you can also use it to mirror the left / right halves of ships.

are you familiar with importing images to the orthographic views, to work from?

If I didn't know how to make objects symmetrical in Maya, then I might as well have paid someone to do my first model. Big smile

Yes I am, but I only really the Image Plane for organics. This kind of thing isn't as important to have in-scene references.
Rain6637
GoonWaffe
Goonswarm Federation
#52 - 2014-12-23 11:28:11 UTC
Previous page123