Hard Light Productions Forums

Off-Topic Discussion => Arts & Talents => Topic started by: Stunaep on November 01, 2003, 04:12:59 pm

Title: My 2nd attmept at architectural modelling
Post by: Stunaep on November 01, 2003, 04:12:59 pm
Trust me, you don't want to see the first one.

This would be then the interior of the TPX Caesar, my Nodewars flagship.

(http://www.3dap.com/hlp/hosted/lmarshal/Caesar1.jpg)

Now to add some people...
Title: My 2nd attmept at architectural modelling
Post by: Ashrak on November 01, 2003, 04:24:15 pm
nice but make the wall textures a bit mor monotonous all those little plates arent realistik 3 or 4 plates per coridor should do fine :)
Title: My 2nd attmept at architectural modelling
Post by: Stunaep on November 01, 2003, 04:27:35 pm
yeah, but that makes the textures look like crap.
Title: My 2nd attmept at architectural modelling
Post by: Flaser on November 01, 2003, 05:55:53 pm
Use metal, without anything. Plain metal...I don't know what you're rendering with, but a simple bluish grey texture with apropiate metalism (this is renderer dependant IIRC) can do the trick - see it in Halo, often no fancy stuff covered the walls, they still looked realistic.

BTW add some railing or edges to make some impromptu zero-g means for moving inside.
The technicians have to do it sometimes, and on a battleship I doubt anyone would be willing to risk the chance that they end up powerless in their own ship.
Title: My 2nd attmept at architectural modelling
Post by: Odyssey on November 01, 2003, 06:33:23 pm
Quote
Originally posted by Flaser
BTW add some railing or edges to make some impromptu zero-g means for moving inside.
The technicians have to do it sometimes, and on a battleship I doubt anyone would be willing to risk the chance that they end up powerless in their own ship.

To make that absolutely foolproof the corridor would have to be thinner - otherwise said technician or unwitting person might find themselves helplessly floating in the middle somewhere...
Title: My 2nd attmept at architectural modelling
Post by: Taristin on November 01, 2003, 06:34:53 pm
I like it. :yes:
Title: My 2nd attmept at architectural modelling
Post by: aldo_14 on November 02, 2003, 01:46:01 pm
Looks neat...but what exactly is is suppossed to be?
Title: My 2nd attmept at architectural modelling
Post by: Setekh on November 03, 2003, 05:15:12 am
It needs the TPX logo in a few spots. :p
Title: My 2nd attmept at architectural modelling
Post by: Stunaep on November 03, 2003, 09:35:18 am
Make me a Caesar sign in the same style and you´ll have it. :p
Title: My 2nd attmept at architectural modelling
Post by: mikhael on November 03, 2003, 02:38:21 pm
Stu the basic architecture work isn't bad, but there are some things worth noting.

1. Its not very shippish. Pressurized volume is at a premium on a starship, so big wide open corridors with volume wasted by an arched cieling isn't likely to be part of the design manual.

2. The textures are wholly inappropriate. Those are "Dirty" textures meant for faking low level panelling in an additive texture setup. I suggest looking at Star Wars, Star Trek or even Babylon 5 for wall design/texturing.

3. Your edges are very sharp and distinct. In the real world, nothing is sharp and distinct like that.

4. What is the source of your lighting? The scene is well lit, but lacks well defined lightsources. For most renders, this wouldn't matter, but we're inside a passageway on a starship. In such an artificial environment, we need to see a source of light for it to feel 'real'.


You've done good work, but you've got more to do.