The Enchanted Cave 2
Delve into a strange cave with a seemingly endless supply of treasure, strategically choos
4.36 / 5.00 33,851 ViewsGhostbusters B.I.P.
COMPLETE edition of the interactive "choose next panel" comic
4.09 / 5.00 12,195 ViewsAt 4/22/10 11:20 AM, big-jonny-13 wrote: Looks much better, and I see it more as a spaceship now.Although I still would love a miniature one that flies around me as a robot familiar, like Floyd from Jet Force Gemini.
lol it's the back drop isn't it :P
yeah I can really see how this think could be seen as a type of personal droid.
i see it as a ship but i dont see the point of the 2 wings, they just there for aesthetics, are they side thrusters or what, they look a bit burned and i cant really see how people would get over to them if they move
At 4/22/10 11:45 AM, Ashman wrote: i see it as a ship but i dont see the point of the 2 wings, they just there for aesthetics, are they side thrusters or what, they look a bit burned and i cant really see how people would get over to them if they move
Hey Ashy ever hear the Phrase "Die in a Fire" ???
naw kidding.
Obviously in the vacuum of space the laws of aerodynamics don't apply, but motion does, the wings don't house anything except 2 of the 3 the engines, with wings that can open, the force of the engines can be redirected to have faster turning. I designed this ship in the mind of a scout, small and quick.
The wings also serve a second purpose, the main cockpit can be sepperated from the living quarters and main engine in case any of the hull is compromised beyond that set of yellow rings. The wings engines then become the main engine for the cockpit, but with a weak life support system housed in the head it cannot go very far.
On the other hand if the cockpit is compromised then it can be detached and the crew can escape in to the living quarters. The living quarters support a linear engine with little steering capabilities but with the galley a life support systems the crew can easily drift along until some one picks up their distress call, or they can maneuver for a planet or space station with enough given space and patients.
wait... this will all be in the description when I finish the project.... DAMN IT ASHMAN, your making me reveal secrets!!!
At 4/22/10 11:57 AM, Kinsei01 wrote: The living quarters support a linear engine with little steering capabilities but with the galley a life support systems the crew can easily drift along until some one picks up their distress call, or they can maneuver for a planet or space station with enough given space and patients.
After watching the Alien series, I'm not sure how much I trust drifting off into space while in cryo-sleep.
At 4/22/10 12:04 PM, big-jonny-13 wrote: After watching the Alien series, I'm not sure how much I trust drifting off into space while in cryo-sleep.
the upside, in sleep stasis, you'll never know what happened to you....
especially if HAL-9000 goes nuts and cuts life support
Sorry Dave......
so theyre extra engines, thats all i wanted to know, its a pretty badass design and shows youve got all possibilities and options thought out............has it got escape pods incase both modules are damaged?
At 4/22/10 12:08 PM, Kinsei01 wrote: the upside, in sleep stasis, you'll never know what happened to you....especially if HAL-9000 goes nuts and cuts life support
Sorry Dave......
Unless you're the only one who makes it out alive only to find your companions killed, one through drowning and one through being impaled through the chest, and that you're housing an Alien queen.
At 4/22/10 12:10 PM, Ashman wrote: so theyre extra engines, thats all i wanted to know, its a pretty badass design and shows youve got all possibilities and options thought out............has it got escape pods incase both modules are damaged?
Nah, I really considered adding them, but I decided against it mostly since it affected the design, and I think that too many ways to escape would kind of ruin the thrill of going to a dog fight with this already under armed ship.
yeah when I take on RPG games I 'm the guy who always takes the disadvantages to see if I can come out on topGreater risk. Greater victory
At 4/22/10 12:14 PM, big-jonny-13 wrote:At 4/22/10 12:08 PM, Kinsei01 wrote: the upside, in sleep stasis, you'll never know what happened to you....Unless you're the only one who makes it out alive only to find your companions killed, one through drowning and one through being impaled through the chest, and that you're housing an Alien queen.especially if HAL-9000 goes nuts and cuts life support
Sorry Dave......
this is one of those situations where you pray you don't come out of the sleep.
or you could find your captain burned to death by the sun, your psychoanalysis going crazy, one team mate frozen to death, you botanist stabbed in the back, your electrical engineer committed suicide, the first mate jettisoned in to space with no space suit, your girlfriend pilot running from a man who has spent too much time in front of a sun constantly coming closer with his skin falling off, all while you realise you are ridding on a nuke the size of New York City....
I think I would just go back to sleep at this point....
At 4/22/10 12:23 PM, Kinsei01 wrote: or you could find.....
What the hell movie is that? It just sounds so ludicrous that I want to watch it.
At 4/22/10 12:35 PM, big-jonny-13 wrote:At 4/22/10 12:23 PM, Kinsei01 wrote: or you could find.....What the hell movie is that? It just sounds so ludicrous that I want to watch it.
It's called Sunshine. it's very scifi and kind of has a horror twist ending.
The Plot has a few holes but there pretty easily over looked when you consider it being a low budget UK film and the surprising amount of decent 3D in such a low end film
It's Directed by Danny Boyle (28 days/weeks later) but worth a look.
That oxygen room model I made was based off the one from that movie.
At 4/22/10 02:44 PM, Kinsei01 wrote: this ship layout is coming very slowly...
that should help with the aspect of how big this thing is because i still cant figure it out
At 4/22/10 02:55 PM, Ashman wrote:At 4/22/10 02:44 PM, Kinsei01 wrote: this ship layout is coming very slowly...that should help with the aspect of how big this thing is because i still cant figure it out
it's only a couple hundred feet.... I think o.0....
Damn I should have foreseen that I would have to build a whole set of furnishings for this. good thing I had a few left over from a tavern set I made a while back, but I'm still having to build quite a bit. At least I'm being smart enough to save them for later use.
Who knows I might even put up the sets I make for others to use.
you know I'm real glad I knew to save this stuff some time ago :DDD
so UPDATE!!!!!
go ahead Ashy take a few more shots at it, btw your room is in the air lock >:3
At 4/22/10 05:30 PM, PrinceFlea wrote:At 4/22/10 05:05 PM, Kinsei01 wrote: Damn I should have foreseen that I would have to build a whole set of furnishings for this. good thing I had a few left over from a tavern set I made a while back, room is in the air lock >:3Game Over man Game OVER
Lets just hope he doesn't notice I scratched out the label "Air Lock Release" and put "Please Ring My Door Bell " over that button beside the his door >.>....
At 4/22/10 05:30 PM, PrinceFlea wrote: Game Over man Game OVER
I say we take off and nuke the entire site from orbit. It's the only way to be sure.
At 4/22/10 06:00 PM, big-jonny-13 wrote:At 4/22/10 05:30 PM, PrinceFlea wrote: Game Over man Game OVERI say we take off and nuke the entire site from orbit. It's the only way to be sure.
ooh what pretty, colorful clouds are those? :D
At 4/22/10 05:05 PM, Kinsei01 wrote:go ahead Ashy take a few more shots at it, btw your room is in the air lock >:3
why am i suddenly the bad guy here, i like it :P
are the beds cryo beds? just saying it would make sense, only problem i have is theres no big ass guns, i expect a warship counterpart to this where the main module is 3/4 cannon and the rest living space :3
I think one of the key points you're missing to sell the ship is the scale. I can't tell weather this is supposed to be a larger or smaller vessel. The feel to me atm is a smaller ship judging by the texturing job. The textures on the wings and such are very large, giving the ship a smaller feel. If you want it to feel larger, put alot of small details in there, such as small windows. It also feels a little too clean. Wouldn't the ship have more scratches and marks after floating in space? Maybe try and develop a story behind the ship (How long its been floating in space, maybe it has seen some battles) that will kind of help you develop the piece a little more I think.
Good job so far though.
At 4/22/10 06:52 PM, Ashman wrote:At 4/22/10 05:05 PM, Kinsei01 wrote:why am i suddenly the bad guy here, i like it :Pgo ahead Ashy take a few more shots at it, btw your room is in the air lock >:3
Sure you do, hey I got an idea, lets take a space walk.... aw damn I only got one suit... guess you'll have to hold your breath.
your too east of a target sometimes
are the beds cryo beds? just saying it would make sense, only problem i have is theres no big ass guns, i expect a warship counterpart to this where the main module is 3/4 cannon and the rest living space :3
Nah the beds are just normal beds. sorry. At least you only have to worry about freezing if the heater fails :P
I thought I had mentioned before that this was suppose to be a scout, low fire power but higher speed and maneuverability. but I might have failed mentioning that. my bad if so. it has a history to it that will come up later.
At 4/22/10 07:13 PM, Ordaine wrote: I think one of the key points you're missing to sell the ship is the scale. I can't tell weather this is supposed to be a larger or smaller vessel. The feel to me atm is a smaller ship judging by the texturing job. The textures on the wings and such are very large, giving the ship a smaller feel. If you want it to feel larger, put alot of small details in there, such as small windows. It also feels a little too clean. Wouldn't the ship have more scratches and marks after floating in space? Maybe try and develop a story behind the ship (How long its been floating in space, maybe it has seen some battles) that will kind of help you develop the piece a little more I think.
Good job so far though.
I thought I had done a really decent job of roughing this thing up so far, I really went to town with those burn marks, I even did bump map which I'm usually too lazy to do.
As for a scale reference. I'll take some grid later and do an overlay to show scale, but for now the populating I've been doing is going to have to work. I mentioned that it was only a couple hundred feet long, if that.
A down side with any space craft floating threw space is that scale is somewhat ambiguous to begin with. Take the Enterprise for example, every time I see it I have to remind myself that it is about 10x bigger than I am perceiving it to be.
you did say it was a scout, im just saying id like something with a whole lot more firepower if you do another one, and whats up with all the jokes at my expense, ill stop posting in your thread, then youll be all alone, with only jonnys references to keep you company
It has burn marks and if it's only a couple hundred feet then the scale is okay, but I really feel like you can sell this with a bit more work on it, really push it to its limits. What you have now I feel is a great starting place, but build on it. You mentioned this is for a video game I think, you should try incorporating a normal map into it, will give you lots of little details to use.
It just feels very flat to me, like there isn't a whole lot to catch my eye or little details to discover. You can use normal maps to really put in those small details without using more polygons. You create a dense high res, then build a low res and you bake the high res geometry into the low res and it creates a map that you put into the bump. If done right, it can give you great detail. If you don't want to go the normal map route, hand painting is the way to go and add your small details right into the maps.
Another thing that sticks out is the lighting, lighting can play a big part in making the object stand out in a still render.
Can you post your maps by chance? I'm assuming you used photos for the textures?
Here's a little example.. Example
At 4/22/10 07:53 PM, Ashman wrote: you did say it was a scout, im just saying id like something with a whole lot more firepower if you do another one, and whats up with all the jokes at my expense, ill stop posting in your thread, then youll be all alone, with only jonnys references to keep you company
Why am I picking on you?....
it's because you asked if it had escape pods, yeah... that'll make a good excuse...
I might to a bigger more combat oriented one, we'll see. this one had a certain purpose for being made, which will most likely not happen, but I continue with the project for myself. After the model started coming out well I decide to go for a portfolio piece. The ship and layout should be a interesting piece indeed for my portfolio.
I wish I could get it all done tonight since I Have a meeting tomorrow and I think it is worth showing off. but I have been up since 3 again, and my energy is running out badly. I've probably had about 10 to about 12 hours of sleep this entire week.
Perhaps I can hold off on sleeping for a few more hours and then I get a long nights sleep.
At 4/22/10 08:05 PM, Ordaine wrote: It has burn marks and if it's only a couple hundred feet then the scale is okay, but I really feel like you can sell this with a bit more work on it, really push it to its limits. What you have now I feel is a great starting place, but build on it. You mentioned this is for a video game I think, you should try incorporating a normal map into it, will give you lots of little details to use.
It just feels very flat to me, like there isn't a whole lot to catch my eye or little details to discover. You can use normal maps to really put in those small details without using more polygons. You create a dense high res, then build a low res and you bake the high res geometry into the low res and it creates a map that you put into the bump. If done right, it can give you great detail. If you don't want to go the normal map route, hand painting is the way to go and add your small details right into the maps.
Another thing that sticks out is the lighting, lighting can play a big part in making the object stand out in a still render.
Can you post your maps by chance? I'm assuming you used photos for the textures?
Here's a little example.. Example
your example is somewhat innovative, I admit, but this is a much different style of ship. Don't take that as an excuse for me to hide behind. Simplicity and more realistic style was what I was aiming hoping for, even though the premise of this was something about as far from that as you can go.
Take a look at MIR Very liner, with seeming like random extrusions. Although by comparison mine lacks the proper antenna
I considered a normal map, but I really didn't want to take the time to do the baking or the extra modeling, and I'm not afraid of the poly count either. I didn't even break 1500 making this, which isn't bad, but it leaves me enough room that if I wanted to go further it wouldn't be an issue.
you assumed this was for a video game, but I'm sorry, a game yes but not a video game. I buit this for a Sci Fi table top game, which is some what dissapointing since the GM will most likely not allow us to use this ship.
When looking at my posted renders only certain ones are for showing off the ship, others were for the layout I am doing now.
As for my texture yeah I can post a .jpeg of the main ship map. And no I didn't use any photographs on this. it's built from scratch. one of those things, "avoid the hassle if you can" when it comes to textures.
I'm not meaning to nit pick, hope you don't feel that I'm doing that. Merely just trying to offer suggestions as how to make your piece better.
I saw game and made the assumption that it was a video game, sorry for that. But, that also means that poly count (even though it's always good practice to keep it as low as you can!) is not an issue, neither are your texture map sizes. That means you can use many more maps as well as larger ones for more detail. That being said, I think you could add a bit more to the textures. Can use some photos and overlay them for some nice scratches and work the bump to give them some depth. Nothing wrong with photos, just don't slap them on. Use them to do what you need.
The example was just to show an example of the amount of details that can go into ships is all. I think this has the potential for that. The example you show is also great and I see alot of great small details you can add into yours to make it pop even more. But, really it's up to you if you want to take the effort to do it!
I like what you've done, I really like the design. I'm just trying to give you suggestions to improve!
I'm not very educated about 3d, but I do know the more detail in something, the longer it takes to render, and judging the amount of angry rants about his computer shutting down during a render, longer times would only increase the chance of losing it.
I saw game and made the assumption that it was a video game, sorry for that. But, that also means that poly count (even though it's always good practice to keep it as low as you can!) is not an issue, neither are your texture map sizes. That means you can use many more maps as well as larger ones for more detail.
I know that poly count isn't an issue, but on the other hand there is no reason to get ridiculous with the count. I also try to make my models to be ready for animation, in case I get bored later on or something.
This project was never intended to go as far as it has. It was suppose to be a basic ship with basic lay out. So with as much time I have already put in to it, I can already pretty much call it a win.
That being said, I think you could add a bit more to the textures. Can use some photos and overlay them for some nice scratches and work the bump to give them some depth. Nothing wrong with photos, just don't slap them on. Use them to do what you need.
Using photos is alright when used appropriately, but that also involves quite a bit of work finding the right photo. most of the time it is easier to take your time draw it in yourself and just use the photos as reference.
Obviously what I have up at the moment is only the diffuse map. I can put up the bump if needed.
I was considering doing a really hard damage map for some kicks, but well see.