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Published: 2010-10-11 18:59:19 +0000 UTC; Views: 19172; Favourites: 120; Downloads: 593
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Description
PLEASE view at full resolution!Samples of my texture maps for this can be seen here: [link]
Comparison of textured and untextured meshes can be seen here: [link] (also click it if you want to see the silver/red version of this ship and from another angle)
THE DESIGN
The role description and background history described in the submission is only a proposal and should be viewed only as such.
The ship is a battleship at 895m lengthwise, a great deal smaller than most Amarrian battleships but still quite bulky. It's symmetrical, except for a few texture details in the prow. It's also heavily armored. Maybe too heavily armored even :/ But then again, this is a royally funded battleship, quite old, and like the Golden and Silver Magnates, they can certainly afford to plate this with gold, can't they? ;D Especially as this came from the height of glory of the Amarrian Empire, just as they were about to engage the Jovians and just as the Matari were starting to rebel.
The ship borrows the aesthetics of Amarrian battlecruiser and cruiser-sized ships, since for a battleship it is actually closer to a battlecruiser in size (remember, the weapon/capacitor nacelles, the 'wings', make up virtually half of its length). It's more appropriate to think of it as a battlecruiser with the ability to mount mega pulse laser turrets really. It's completely covered in armor except for tiny gaps, again, much like smaller class ships. Also heavily ornate, as befitting a ship designed for the exclusive use of a royal family's navy (in this case, one of the richest, most powerful, and most miiltarily leaning of the five - the Sarum Family). This ship actually has alternate colors where it uses silver and and red for some of its plating, but I opted to go with the 'standard' gold plating of the Imperial Navy for the submission. I followed the Amarrian design philosophy of smooth, rounded curves abruptly terminating in wicked sharp points. The shape itself is meant to evoke the image of angels, especially the plating pattern of the sweptback 'wings'. I expect it would look even more angelic once the broadsides start firing, giving the illusion of unfolding 'wings' of deadly laser beams, each the approximate diameter of schoolbuses. LOL
THE TL;DR
Like the Serval, this was also a labor of love. It's completely unwrapped and textured; diffuse, spec, reflection, normals, the whole shebang in 3 2048x map sets. Even places you sadly will never see from the limitations of the submission rules. No tiling textures, minimal reliance on actual geometry to flesh out details. Each individual window, each tiny little panel underneath the armor is painstakingly hand made. No overpainting, except for the thruster glow, it's all textures. Not the slapdash 'make generic details and fit faces over them' kind of textures either, but unwrapped with unique UV's (except where it's mirrored of course).
Though it's a bit easier to unwrap and texture than my other submission, it's not an easy feat either. Note the sheer difference in the untextured mesh and the textured ship. Like the Serval, this is somewhat a meld between the game-art 'optimize everything' discipline and devil-may-care edgeloop high poly modeling approach. I didn't rely too much on actual geometry and chose to detail parts in texture, mostly because I can't render much of anything past the 1 million poly mark, LOL. Texture, sadly, can't be shown in the orthos according to the rules. It does have the advantage though of having far simpler geometry (and thus easier to follow) while still maintaining the illusion of greater detail in its final form. Pretty much like how game engines actually do it anyway.
Total creation time, along with my other submission, the Matari Serval Battlecruiser (and including concepting, modeling, unwrapping, texturing, creating the art and write-ups for the submission forms, interruptions, googling close-up references of existing ships, breaks, hours of staring at the screen wondering if I should make it like this or like that or if it was all worth it, two other ships started and abandoned along the way, redoing things and redoing them again, and that annoying thing called real life) is about three weeks.
Higher resolution orthos and other views are available if requested. Please check out my other (main) entry as well - the Serval ( [link]).
DISCLAIMERS
EVE and DA logos, faction logos and some descriptions and fiction background are EVE and DeviantArt IP respectively, and are used as expressly permitted by the rules for this contest alone. No stock photos are used, and whatever base textures used here are appropriately licensed. Also please note that the background is NOT a screenshot from EVE or anywhere else. Everything including stars, the planet, the 3d overlay (deliberately made to resemble the EVE tactical view UI), the tiny techy text and linework (which are handmade and NOT brushes, feel free to actually read them), etc. are my work and made solely for this contest. Even the faction logos and 'HUD' icons used are my own work based on the designs. The only things used pretty much 'as is' in here are the EVE and DA logos. No other graphical elements of EVE or DA is used.
No slaver hounds were released in the making of this starship.
Good luck to everyone!
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Comments: 67
strangelet [2010-10-11 20:10:00 +0000 UTC]
this is the most fabulous flying golden budgerigar i have evar seen x
👍: 0 ⏩: 1
supersampled [2010-10-11 19:42:32 +0000 UTC]
Great presentation and holy shit, text alert!
Great work overall, I hope your effort pays off!
👍: 0 ⏩: 1
AStepIntoOblivion In reply to supersampled [2010-10-11 19:53:39 +0000 UTC]
Haha. TL;DR indeed. XD Too much coffee at midnight does that. Thanks, and yeah good luck to us all. If nothing else, learned a few more techniques making these, so it wasn't for nothing.
👍: 0 ⏩: 0
ShadowMysticStudios [2010-10-11 19:38:56 +0000 UTC]
The design is a bit simplistic but the texture is great. Unfortunately the skill bonuses are a bit ridiculous. 4 turret slots*100% damage= 8 turrets*100%= equivalent of 16 turrets
👍: 0 ⏩: 2
AStepIntoOblivion In reply to ShadowMysticStudios [2010-10-12 00:14:57 +0000 UTC]
Also, I forgot, not 8 turret slots btw. Six turret hardpoints (count the turrets at the sides), 2 missile hardpoints. 8 slots.
👍: 0 ⏩: 1
ShadowMysticStudios In reply to AStepIntoOblivion [2010-10-12 04:43:32 +0000 UTC]
I wasn't giving specifics but that's even worse than my example. 6*2*2 24 turrets worth of damage! thats a tad ridiculous
👍: 0 ⏩: 2
AStepIntoOblivion In reply to ShadowMysticStudios [2010-10-12 09:44:16 +0000 UTC]
Thar! I did my very own nerf. XD Haha
👍: 0 ⏩: 0
AStepIntoOblivion In reply to ShadowMysticStudios [2010-10-12 09:14:37 +0000 UTC]
Oh duh, I just went and looked at it again >.< It's a typo, LOL. I duplicated the 100% bonus, it's supposed to be only for large energy turrets. Still too powerful. Marauders have the same bonus but only 4 turrets. Lemme edit.
👍: 0 ⏩: 0
AStepIntoOblivion In reply to ShadowMysticStudios [2010-10-11 19:50:46 +0000 UTC]
Haha, yay you actually read the small text. XD And yeah, as I said, the blurbs are simply so it will have something in it. Haven't given much thought to how it might actually balance out. Should've given it negative bonuses as well, but didn't want to dwell too much on it. Too much brainwork required and my brain's all melted already from all the other work on it, heh. Besides, that's a bit too much 'counting the chickens before they hatch', so...
And simple geometry = easier to get ingame. I do 3d mod work, so I am always mindful of optimization. Adding thousands of small details in geometry will kill my machine, make it incredibly difficult to texture, take a month at least to make if I wanted to texture it the way I textured this, and will make it more difficult for other artists to copy it. I wanted to though, but yeah, PC says no. Haha. Don't have a tablet so I can't do it like other guys did, with geom + overpaint, and just tiled textures.
👍: 0 ⏩: 1
ShadowMysticStudios In reply to AStepIntoOblivion [2010-10-11 21:03:36 +0000 UTC]
Looking back at your work your texturing is probably the best aspect of it. I really need to work more on my UV work but I find modeling the most fun aspect of 3D and tend to focus more on that. Animation also needs high quality as the final render is all that matters. I prefer to model more detail as I do have x64 with 8 gigs of RAM. I submitted a line drawing but didn't get further into fleshing it out as I saw designs that were very complex and did not have the time to compete. Considering the posting dates of some of these compared to the beginning of the contest, one has to wonder if there were really created specifically for the contest as the rules state. However,no proof. :\
👍: 0 ⏩: 1
AStepIntoOblivion In reply to ShadowMysticStudios [2010-10-11 21:51:47 +0000 UTC]
I'm the opposite, I dislike modeling. I try to cheat as much as possible with texture if I can. And that works, because most of my work are made for games anyway. However, I probably will never work at PIXAR, haha. I am on XP with only 4GB RAM and a last generation vcard, so yeah...
For concept art, still graphics and movies, high poly modeling is better and raw shaders/materials. But my expertise is in game art. And for us, what matters more is how to make something look the best it can in the least expensive manner. And it usually is actually a lot more difficult to achieve than high poly. Next gen graphics are starting to merge that though and I know how to do that as well. But it still is a much more complex process, and I wouldn't have been able to finish my two entries in time for that. It's usually better to keep it simple in the first place to avoid gnarls higher up the pipelines.
👍: 0 ⏩: 0
DerPizzadieb In reply to ??? [2010-10-11 19:17:39 +0000 UTC]
Love the texture job, wish i could do that.
The model itself is boring and i dislike its shape.
👍: 0 ⏩: 1
AStepIntoOblivion In reply to DerPizzadieb [2010-10-11 19:23:15 +0000 UTC]
Agree. Heh. Spent quite a bit of time with it before I realized I didn't like the shape that much. Even toyed with the idea of removing the wings altogether, but that would only make it look worse. But it does look different from other viewpoints though, guess that redeems it somewhat.
👍: 0 ⏩: 0
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