Author Topic: My 2nd attmept at architectural modelling  (Read 2464 times)

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Offline Stunaep

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My 2nd attmept at architectural modelling
Trust me, you don't want to see the first one.

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



Now to add some people...
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Offline Ashrak

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My 2nd attmept at architectural modelling
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 :)
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Offline Stunaep

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My 2nd attmept at architectural modelling
yeah, but that makes the textures look like crap.
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Offline Flaser

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My 2nd attmept at architectural modelling
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.
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Offline Odyssey

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My 2nd attmept at architectural modelling
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...

  

Offline Taristin

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My 2nd attmept at architectural modelling
I like it. :yes:
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Offline aldo_14

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My 2nd attmept at architectural modelling
Looks neat...but what exactly is is suppossed to be?

 

Offline Setekh

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My 2nd attmept at architectural modelling
It needs the TPX logo in a few spots. :p
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Offline Stunaep

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My 2nd attmept at architectural modelling
Make me a Caesar sign in the same style and you´ll have it. :p
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Offline mikhael

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My 2nd attmept at architectural modelling
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.
« Last Edit: November 03, 2003, 02:40:26 pm by 440 »
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