Author |
K'luth Ships (Wyvern, Reaper, Manticore, Carapace, Pincer) |
Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2010-06-08 23:37  
Kluth ships:
Wyvern Cruiser, Reaper Dreadnought, Manticore destroyer, Carapace Cruiser, Pincer Super-Dread
Wyvern Cruiser
Reaper, Dreadnought
Manticore, destroyer
Carapace Cruiser
Pincer Super-dreadnought
[ This Message was edited by: Kenny_Naboo[+R] on 2010-11-22 18:16 ]
_________________ ... in space, no one can hear you scream.....
|
The_Enforcer (The Vindicator) Fleet Admiral
Joined: March 05, 2010 Posts: 163 From: another dimension
| Posted: 2010-06-09 00:50  
looks nice
_________________ Problem Darkspace?
|
Mr Black Grand Admiral Palestar
Joined: September 20, 2003 Posts: 486 From: Gaifenland
| Posted: 2010-06-09 01:11  
Lose the obvious geometric shapes and make it look more organic. Also, those spines need to be a little less wispy and more rugged looking.
_________________ \\r\\n DarkSpace Administrator - \\r\\n drafell@palestar.com
|
Fleet Admiral Kevin Fleet Admiral
Joined: April 10, 2010 Posts: 11
| Posted: 2010-06-09 01:16  
looks pretty awesome hope our new dreads look like that
_________________
|
JBud Marshal
Joined: February 26, 2008 Posts: 1900 From: Behind you.
| Posted: 2010-06-09 01:18  
Quote:
|
On 2010-06-09 01:11, Mr Black wrote:
Lose the obvious geometric shapes and make it look more organic. Also, those spines need to be a little less wispy and more rugged looking.
|
| Alternatively, just use the model for another purpose, that would make a great Cruiser Class Raider for Pirates
PS: Draf, texturing on it would make alot of those obvious shapes muuuuch less obvious. And trying to get rid of them would only raise the overall poly count making it not ideal for a game.
[ This Message was edited by: JBud on 2010-06-09 02:25 ]
_________________ [-Point Jumper-][-Privateer Elite-][-Summus Dux-][-Praeclarae-]
[img(RIP MY SIGNATURE DELETED AFTER 7 YEARS/img]
''Insisto Rector - Suivez le Guide - Tempus hostium est''
|
Azreal Chief Marshal
Joined: March 14, 2004 Posts: 2816 From: United State of Texas, Houston
| Posted: 2010-06-09 01:30  
Alright! Another ship that doesnt pass the "hit and run faction" test! Woo Hoo!
_________________ bucket link
|
Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2010-06-09 07:41  
Update:
- Added more details to the pincers to make them less "basic" in shape using bulges and ridges
- Added more hull detailing
- Made the spikes and spines thicker
- Made the "wings" thicker
Overall effect is a higher poly count, which is unavoidable unfortunately.
_________________ ... in space, no one can hear you scream.....
|
Bardiche Chief Marshal
Joined: November 16, 2006 Posts: 1247
| Posted: 2010-06-09 08:28  
Looks sugoi bro.
_________________
|
Tommas [ USF HunnyBunny ] Chief Marshal Pitch Black
Joined: February 04, 2006 Posts: 581 From: Norway
| Posted: 2010-06-09 08:50  
The ship itself is really cool! And well done! But there's one thing u have forgotten. Thats not a Kluth ship. It has engines and stuff. Kluth faction is all organic and thats not! Though very cool design.
_________________
|
Kenny_Naboo Marshal Pitch Black
Joined: January 11, 2010 Posts: 3823 From: LobsterTown
| Posted: 2010-06-09 10:02  
Quote:
|
On 2010-06-09 08:50, Tommas [ USF HunnyBunny ] wrote:
The ship itself is really cool! And well done! But there's one thing u have forgotten. Thats not a Kluth ship. It has engines and stuff. Kluth faction is all organic and thats not! Though very cool design.
|
|
Point noted. I'll see what I can do abt that in the next iteration.
_________________ ... in space, no one can hear you scream.....
|
Pakhos[+R] Chief Marshal Pitch Black
Joined: May 31, 2002 Posts: 1352 From: Clean room lab
| Posted: 2010-06-09 10:42  
Well done kenny, i knew i could count on ya !Now the question is all your efforts can be reflected to game in someway?
_________________ * Josef hands [PB]Quantium the Golden GothThug award for best melodrama in a miniseries...
[-GTN-]BackSlash: "Azreal is a master of showing me what is horribly broken in the game."
|
Bardiche Chief Marshal
Joined: November 16, 2006 Posts: 1247
| Posted: 2010-06-09 10:43  
Well, Mr Black doesn't dislike the model seemly... there's a chance. It'd be nice.
_________________
|
Zero28 Grand Admiral
Joined: August 25, 2006 Posts: 591
| Posted: 2010-06-09 11:08  
the model itself is pwnzor! its really awesome, like tommas said, it need to be more organic looking, too bad thou, its really nice as it is
_________________ 19:33:51 [ZION]GothThug {C?}: "Zero..you are DS's hero"
|
Talien Marshal Templar Knights
Joined: May 11, 2010 Posts: 2044 From: Michigan
| Posted: 2010-06-09 11:35  
Well it seems to fit "terror weapon", I don't think I'd want something like that decloaking near me. But it doesn't really look like the rest of the Kluth ships, maybe if you made the connection between the main body and the "arms" a bit thicker and less wide.
Of course, like Jbud mentioned it would make a nice Pirate Cruiser since it does kinda resemble the Corvette/Frigate designs. Might need to lose the pincers on the arms if you decide to go for a Pirate ship though.
_________________ Adapt or die.
|
Veronw Marshal
Joined: December 13, 2004 Posts: 554
| Posted: 2010-06-09 12:00  
Mk, normals are awful, so you will need to go in and change that. Bad normals are caused by a series of lines being too close to each other, so you need to spread them out, it will also give the ship a better curve.
Im not a fan of the engine wings, they seem out of place to me. The central part of the ship is okay, has some interesting shapes going on, but the nose needs changing, some more kluthy.
My suggestion for the design overall would be to take a look at each of the kluth ships, and then pick out the parts of each you like. Combine them together, sketch it out, and model the result.
Edit: Also, make sure you keep your first post up to date with your latest pictures, it makes it easier then having to sift through to find them.
Edit2: You also wasted a HUGE amount of polys on the arms and small details. You go from general to specific, so start at low poly, work your way up, cut in the details when you need them, where you need them
Edit 3: Start with small ships, not big ships. [ This Message was edited by: Veronw on 2010-06-09 12:08 ]
_________________
|