HOME | DD

Deepblu742 — Frozen Dream Process

Published: 2012-08-07 06:20:47 +0000 UTC; Views: 638; Favourites: 6; Downloads: 23
Redirect to original
Description No intro needed, just a rundown of how a 3d/painting noob hacks their own greeble SF heaven. The full piece here: [link]
Related content
Comments: 10

Urus-28 [2014-07-19 13:57:30 +0000 UTC]

Great work with the perspective I really like the final picture in black and white

👍: 0 ⏩: 1

Deepblu742 In reply to Urus-28 [2014-07-24 13:22:23 +0000 UTC]

Thanks alot Urus, and for the fav'n!

👍: 0 ⏩: 0

PeteAshford [2013-07-26 07:33:54 +0000 UTC]

nice, looks like the sort of vessel design they would have happily used in the Alien film franchise

👍: 0 ⏩: 1

Deepblu742 In reply to PeteAshford [2013-08-03 01:27:44 +0000 UTC]

Hey thanks man! Interesting you mention that, I was inspired by the Nostrom (as in adding the fins w/ antenna on top and random spike pylons jutting out the bottom).

👍: 0 ⏩: 1

Deepblu742 In reply to Deepblu742 [2013-08-07 06:26:04 +0000 UTC]

Typo, meant "Nostromo"...

👍: 0 ⏩: 0

HandofManos [2012-08-12 08:06:06 +0000 UTC]

Interesting and quite useful. I thought at first you used 3d models but it is a mix of photo, art and 3d

👍: 0 ⏩: 1

Deepblu742 In reply to HandofManos [2012-08-12 21:32:44 +0000 UTC]

Cool, I figured a few folks would assume it was built this in 3d, so I felt a process explanation was in order, I wonder if anyone else has taken this approach?

👍: 0 ⏩: 2

markusglanzer In reply to Deepblu742 [2013-05-24 14:36:46 +0000 UTC]

Using a 3d model would have certain advantages over this approach, being able to rotate the whole thing or changing perspective would be one of it. Correct lights/shadows (especially around the exhausts) would be another. Also slight glitches like on the triangular panels (hatches?) in the center section would be easier to avoid, but then again, detail and correct texturing would be a lot more work.

This one would actually make pretty good concept art, but the technique seems a little bit limited in terms of shapes and detail variation, or am I missing a mayor point here?

👍: 0 ⏩: 1

Deepblu742 In reply to markusglanzer [2013-05-26 08:53:29 +0000 UTC]

A 3d model would certainly has an edge, but this convoluted process is something I adapted from not having any 3d skills to scratch build my own complex ship design.

Nice catch, reflecting certain bits (those triangular pieces you mentioned) presented a lighting challenge as the shadows would be face opposite directions. One would has to photoshop to adjust/minimize those glaring problems. I did alot of work on the engine cowls etc, adding shadows to emphasis the upper left light source.

Style and creatively, this is an excercise where the found visual components (rocket engines etc) influence and ultimately push one to adapt the design as one goes, just a giant kit-bash of separate elements tied together with a paintover. Shapes and detail variation would be limited by the library of greebles, 3d clay renders & aerospace photos I find to flesh out the detail of new designs. The real downside here is getting better at the freestyle mixing the extreme detail, takes far more hours than a speedpaint or quick 3d design.

Thanks for your nuanced comment!

👍: 0 ⏩: 0

HandofManos In reply to Deepblu742 [2012-08-12 21:44:52 +0000 UTC]

I am certain people do that more often. Even so it is quite interesting to see how you did it

👍: 0 ⏩: 0