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©2007-2009 ~eRe4s3r
:iconere4s3r:

Artist's Comments

Well.. this rendering is one of many variations that happend while i couldnt decide how to model a space ship..

Software Used: Cinema 4D 9

Polygons: 350000 (sorry.. lots of wasted potential and dirty modelling)....

Scene: 6 Spotlights for Ambient Light and around 30 smaller spotlights for the various things on the ship... (all using soft shadows)

Render Time: close to 1hour

Comments


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:icontrancelius:
Absolutely... perfect. Although it wouldn't harm to release a bunch of technical specs... like what's it able to do, what story it belongs to... and what's what :))

My theory so far is that the leftmost part is the vessel's bow; in that case the central superstructure element is the ship's bridge and those red glowing objects are braking engines... in which case it's a totally cool and well designed vessel, because it's extremely rare to see a (sci-fi) thruster-propelled ship to have braking engines too. Smaller ships like the Space Shuttle don't really need 'em (they can easily turn around and brake with primaries), but this baby is of a different weight category...

So... are my theories anywhere near "correct" ? :D
:iconere4s3r:
Mhh, well actually thats a pretty good idea ^^

The only weapon i modelled with full intent are the "tube-caskets" on the sides, which are...

Tada, mine throwers, guided mines that is, 48 all together :) (24 on each side)

and the red lasers which are short range weaponry.... :p

It allways disturbed me that ships in sci-fi fire with lasers, if you ask yourself what you prefer, 1km laser, or 90000km+ guided "mass" weaponry the answer is simple, no? ^^

Well, actually i wanted to do a battleship that could fire hundreds if not thousands of those "small" guided warheads in an animation but i was not really certain how..

And theres another reason for the mines, when i modelled that i watched a certain anime, where the battles would happen in "sub-space" bubbles (in sub-space you would have to join your bubble with the one of the enemy ship, thus gaining mass and getting considerable slower) that would have been the only way to fire lasers.. however the enemy wassnt dumb, they built mines that could produce very small "sub-space" bubbles and send them in large masses (1000000+) to attack ships (or rater, fleets) in subspace :p, the ships would get surrounded by several hundred mines which then all attacked at once (if you ask me, a brilliant battle tactic) thus getting either destroyed, or slowed down due to the added mass of the mines)

The anime was cool, but my spaceship never got the love it needed (maybe ill do that sooner or later though) i wanted to do an kind of "retractable" mine trower with hundreds of mine-tubes in each "arm" , theyd open up 90° and fire all mines in a salvo... then close again, rearm and.. again :p

The red things are actually lasers though (for combat outside of subspace when ships could quickly get in close combat skirmish and the mines would be the equivialent of "archer" volleys, but guided and thus very devastating (until you run out of ammo :p)

The thrusters are actually there though, they are on the buttom hull slightly behind the bridge in terms of position.. and every thruster was placed carefully for rotation (since i wanted to do an animation i actually planned for that after all, to properly animate it .P)

Its apr. 270m long and 20m high and 55m width... as for anything else.. i have no idea, if id say its a fully armed ship and fully amored, it probably loads 220000tons (and thus would be impossible to move in space with such small thrusters :P)

Oh yeah, and i highly oppose capital ship designs that are having all weaponry on the front, space is a pain in the ass if you have to turn your 6 billion ton battle cruiser AROUND, and i even more so oppose the concept of "stand-off" fights in space, in space you have ALL THE SPACE you would ever need, you can fire weapons with mass (mines, rockets) technically from "infinite" distance, without extra drain on energy or ressources, if they are guided and activate close to an enemy ship, a simple mine is superior to laser weaponry...

I hope this little technical inuendo satisfy(s) (how on earth do you spell that word ^^) you to some extend, and shows you that i actually put alot of thought into stuff i make (haha)

Also, if you create a space ship i guess you need to follow a certain doctrine, and ask yourself what do you want...

Id want to destroy ships from as far away as possible, without getting in danger of getting hit, and especially when you consider the concept of subspace where ships can only move forward in a so called Bubble, and where several squadrons could "merge" together, getting slower, but forming a bigger and more effective combat group..

The Concept of battleships doing "ww2" style battles is moronic, you have guided weaponory that hits a 1x1m square after a flight of 7000km, so why do ppl allways convert ww2 doctrines to space combat... *sigh*

(so much for less text :p)

Anyway, thats what i wanted to say.. the anime's Name is btw. "Banner of the Stars" and "Crest of the Stars"

Where ships would be classified in "escorts" "patrol ships" and "Border Patrol ships"

Where escorts would protect patrol ships from mine attacks while the patrol ships would engage in extreme-long range skirmish until the fleets would engage close combat, a simple classification, but in this scenarior the only "bigger" ships would be the CnC (command and control) ships.. which are suprior armored but lacking a lot in "mass" destruction the patrol ships with their mines could do...

(even more text, yay! :p)
:iconere4s3r:
the stuff i wrote below should have actually been posted as reply here.. *curses*
:icontrancelius:
Wow... that's amazing, the long-range attack characteristic is what I love too (I'll upload one of my frigate's blueprints asap)... but I did have to implement those (as you call them) WW2-like cannons in order to push back incoming fighters, rocks... and stuff.

PS: we on earth spell it "satisfies" ^_^
:iconere4s3r:
yeah it appeard to me that you need some sort of point-defense weapons for those pesky fighters :p Rocks, or even mines :p

Atm im a bit at fight with myself, even though modelling the thrusters is "plausible" it doesnt make much sense in a larger scale :)

Currently im modelling one of those large scale mine "lobbers" i was talking about, with several "arms" fully loaded with mine launchers that it can open and then fire..

The problem is that my texturing skills suck.. and the other is id love to put my ships into SOME space game, however all i tried so far simply SUCK for my design concept (super-long-range) battles :p

I mean sure its not very "fun" in a game sense if you can destroy an enemy without ever seeing him (but you can mount a camera on one of those mines (haha))

Also it would require to constantly sourround yourselve with point-defense weaponry (or ships) since the enemy is probably having long range fun too :p

Which reminds me.. that as a game, i am still missing a kind of Silent Hunter 4, just in space with really big pots .p where you can actually walk trough your ship, talk to your crew and have real* damage that you can actually see, and that can kill you if you get close... sadly, it doesnt seem like anyone is making fun games anymore :p (in space, anyway)
:icontrancelius:
Precisely... in my opinion this kind of game is realistic == enjoyable, we're currently planning (well, it's still more in a "vision" phase) to make that kind of game... featuring strategic view as in Master of Orion or OuterSpace (www.ospace.net)... but in 3D, so a strategist would have to think in 3D; in tactical mode the engine would switch to 1st person, you would actually be the mission commander, ground troops commander, pilot, turret operator, engineer, mess hall chef, whatever...

It's a concept similar to Battlezone, where you always are a soldier - you can hop into a tank and fight or you can go into a comm bunker and command the battle from a satelite view... but you never stop being a soldier - when the bunker gets attacked, you will get killed (unless you escape) ... so this kinda realism :)
:icontrancelius:
We aim to create a MMORPG set in a dynamically expanding story-driven universe with persistent and realtime characteristics (e.g. when a fleet move order is estimated to take 2 months, *it will* ... the fleet will indeed arrive on 23. May). I see you know System Shock 2 ... well, we've got biomass too ^_^

PS: I'm having trouble with my ISP, can't upload a thing... so I'll post the missile frigate in a week or so.
:iconere4s3r:
:)

Not sure how that will turn out, as a mmorpg you will soon hit the border of realism and have to improvise.. just see eve online, the game would be awesome with an Offline-Story-Driven Campaign, together with NPC's that would replace other players the market would still be dynamical and the universe still "free" to explore... (And some form of actual bridge paired with less arcade battles)

Hell, even fleets and multiplayer would be fitting, however it beeing MMORPG it just falls short in the long run.. (haha) Atleast in the story sector..

But i think i know why (for example) silent hunter 4 still uses the lame restricted viewpoint approach for the Bridge.. walking trough a submarine would require you to actual model the submarine interior *in* the simulation... probably a lot more effort is required on pc engines especially physics for that to work properly, a space game would have it easier, but still as soon as your bridge is just an "layer" bound to an additional camera viewpoint you loose all realism... (*hint* x³ shows pretty bad how that turns out, as someone put it, you arent flying ships trough space, you are flying cameras trough space, cameras with weapons...)

Well, enough boring self centered rambling, sometimes i wish i could be Modeller Game designer coder texture guy and everything myself... atleast then i could make the game id want to play :P

Ps.: When you ever got a website for the project be sure to send me the link :p
:icontrancelius:
We intend to use co-called puppet-masters to direct the story in our desired way...

Ad interiors, yeah, we'll have to desigh them, which is kinda natural... it makes the ship feel complete. We'll use interior generator scripts to make the basic corridors etc. and add some finishing touch to make it look ok. Ad hardware requirements: heavy opengl + data model optimizations will be required :)

PS: [link]
:iconribot02:
Cooles Design und gute Texturierung ! :wow:
Sieht wirklich sehr realistisch aus ...
jetzt fehlt nurnoch ein schöner Space-Background...
:D

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Where the Hell is my wrench? :steaming: :shithitsthefan: [link]

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March 15, 2007
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