Well, I guess I'll have to call this one done as well.
TurboSquid
CGTrader
https://www.turbosquid.com/FullPreview/Index.cfm/ID/1119933
https://www.cgtrader.com/3d-models/interior/other/small-starship-command-center-pbr-high-poly
Hopefully somebody finds some use for it and that everyone is doing awesome.
Dan
The 3D science fiction art of a starship captain born too soon. Hope you enjoy it!
Showing posts with label science fiction. Show all posts
Showing posts with label science fiction. Show all posts
Friday, February 3, 2017
Thursday, November 10, 2016
Nero's Fire Interior Update
Thursday, October 20, 2016
Nero's Fire Freighter Interior Corridor WIP
A new project. Been a couple of weeks' worth of work on this one off and on dabbling on it letting it go where it wants to.
Still to do: Add doodads and props and fill out the rest of the rooms.
Substance Painter and Blender.
Hope everyone is doing awesome.
Dan
Still to do: Add doodads and props and fill out the rest of the rooms.
Substance Painter and Blender.
Hope everyone is doing awesome.
Dan
Sunday, March 6, 2016
Commissions for Book Art
Hey all,
I know it's been a while since I posted anything, but I'd like to show what I've been working on.
A few projects early this year. Two Star Wars projects beginning this week to hit. One, hopefully, to win the Fan Film Challenge on starwars.com. We'll see. It's pretty awesome to be included in those projects.
As for paid client work, continuing process of making high resolution print-ready images for a novel, "Reality", by Daniel Liut. Since it had to mimic preexisting artwork that was made in a traditional paint medium, I had to add a somewhat "painted look" to the images in post-production. The client has been happy so far, and so I'm pleased.
I'm pretty proud of this stuff.
The images had to be full-page printable 6" x 9" at 300 ppi. That means it was necessary to render up images at 1800 x 2700 pixels to accomplish this.
My personal favorite thus far, first:
"Facing the Knights"
Final version of what is temporarily called "Plate Z", and I call "Facing the Knights". The directions for this piece indicated a scene where three of the main characters stand in an open hatch of their starship looking out at an army on a planet that has achieved only medieval state of development. It was encouraged to emphasize the difference between the two worlds, so I decided to use luminary contrast: the darker interior of the super advanced starship's airlock against the lurid sunlight and fog of the natural forest beyond. Also, the harsh, non-organic nature of the ship's interior against the softer, more natural designs of the alien armor was used to highlight this contrast.
Several elements to this image. The first is the foreground elements, which included the starship interior, which is standard 3D modelling for me and was completed extremely quickly.
The characters in the foreground plate were preexisting meshes I had laying around. They're just the same 3D models I've always used for any project I need to use characters in--Daz Studio Michael 4 and Vicky 4 models that were imported into Blender years ago and still hold up under scrutiny to this day, so I continue to use them. The fox-like alien was the most challenging. I had to go ahead and purchase a fox body model and then place the head on the top of the humanoid model. This took several days of prep work and weighting, but I was relieved the same armature worked for both models pretty simply. It's not pretty, but we were under a crunch time, and it worked.
The background is the same story about the characters, but the forest scene was constructed using plant models I had laying around the computer and several assets downloaded off of Blend Swap.
This was a few days of work to get it to look at least partially right.
After post production, using Cycles' mist setting:
Not much to look at without the corridor hiding all the bad stuff, but there's little point to filling out stuff that won't be seen in the final product, so I just put this out there.
The final product was this, before the post production paint effects in Gimp:
A strong vignette effect was added to amplify the darkness of the interior sections of the scene, and direct the viewer's attention to the center of the scene, where the alien commander and his standard-bearer stand on the rock. This was intended to highlight the impression the character's line of sight and where their attention is--the unknown threat.
The second shot was actually the first I did for the book project.
"Falling Towards the Intrepid"
This involved something I enjoy doing: starship modelling. The design of the starship was already complete, so all that was necessary was the actual modelling itself. While not exactly the shape of the original, it was effective for the shot and the angle we see it from sufficiently masks any issues with the over all shape of the ship.
The client requested that the scene depict the main character falling toward the starship in the background. This is difficult to accomplish in any still image, but in space it's even more complicated because things are so far apart and appear static. Therefore, a subtle motion blur was added to the background ships (but not the planet or the character) to impress the idea of plunging toward the ship below. While not 100% effective by itself, I am grateful that all the images will have small captions underneath in the final book.
The background, of course, was a simple planet model I adjusted from an earlier project. The character model was the same as the model in Plate Z, but, of course, was modified because it represented a different character. The capsule was also a model I built. A subtle blur effect was added to give the impression of falling toward the ship.
Hopefully everyone enjoys this. I appreciate the client allowing me to show this work on my portfolio. Hope everyone is doing awesome.
Dan
I know it's been a while since I posted anything, but I'd like to show what I've been working on.
A few projects early this year. Two Star Wars projects beginning this week to hit. One, hopefully, to win the Fan Film Challenge on starwars.com. We'll see. It's pretty awesome to be included in those projects.
As for paid client work, continuing process of making high resolution print-ready images for a novel, "Reality", by Daniel Liut. Since it had to mimic preexisting artwork that was made in a traditional paint medium, I had to add a somewhat "painted look" to the images in post-production. The client has been happy so far, and so I'm pleased.
I'm pretty proud of this stuff.
The images had to be full-page printable 6" x 9" at 300 ppi. That means it was necessary to render up images at 1800 x 2700 pixels to accomplish this.
My personal favorite thus far, first:
"Facing the Knights"
Final version of what is temporarily called "Plate Z", and I call "Facing the Knights". The directions for this piece indicated a scene where three of the main characters stand in an open hatch of their starship looking out at an army on a planet that has achieved only medieval state of development. It was encouraged to emphasize the difference between the two worlds, so I decided to use luminary contrast: the darker interior of the super advanced starship's airlock against the lurid sunlight and fog of the natural forest beyond. Also, the harsh, non-organic nature of the ship's interior against the softer, more natural designs of the alien armor was used to highlight this contrast.
Several elements to this image. The first is the foreground elements, which included the starship interior, which is standard 3D modelling for me and was completed extremely quickly.
The characters in the foreground plate were preexisting meshes I had laying around. They're just the same 3D models I've always used for any project I need to use characters in--Daz Studio Michael 4 and Vicky 4 models that were imported into Blender years ago and still hold up under scrutiny to this day, so I continue to use them. The fox-like alien was the most challenging. I had to go ahead and purchase a fox body model and then place the head on the top of the humanoid model. This took several days of prep work and weighting, but I was relieved the same armature worked for both models pretty simply. It's not pretty, but we were under a crunch time, and it worked.
The background is the same story about the characters, but the forest scene was constructed using plant models I had laying around the computer and several assets downloaded off of Blend Swap.
This was a few days of work to get it to look at least partially right.
After post production, using Cycles' mist setting:
Not much to look at without the corridor hiding all the bad stuff, but there's little point to filling out stuff that won't be seen in the final product, so I just put this out there.
The final product was this, before the post production paint effects in Gimp:
A strong vignette effect was added to amplify the darkness of the interior sections of the scene, and direct the viewer's attention to the center of the scene, where the alien commander and his standard-bearer stand on the rock. This was intended to highlight the impression the character's line of sight and where their attention is--the unknown threat.
The second shot was actually the first I did for the book project.
"Falling Towards the Intrepid"
This involved something I enjoy doing: starship modelling. The design of the starship was already complete, so all that was necessary was the actual modelling itself. While not exactly the shape of the original, it was effective for the shot and the angle we see it from sufficiently masks any issues with the over all shape of the ship.
The client requested that the scene depict the main character falling toward the starship in the background. This is difficult to accomplish in any still image, but in space it's even more complicated because things are so far apart and appear static. Therefore, a subtle motion blur was added to the background ships (but not the planet or the character) to impress the idea of plunging toward the ship below. While not 100% effective by itself, I am grateful that all the images will have small captions underneath in the final book.
The background, of course, was a simple planet model I adjusted from an earlier project. The character model was the same as the model in Plate Z, but, of course, was modified because it represented a different character. The capsule was also a model I built. A subtle blur effect was added to give the impression of falling toward the ship.
Hopefully everyone enjoys this. I appreciate the client allowing me to show this work on my portfolio. Hope everyone is doing awesome.
Dan
Tuesday, January 5, 2016
Adamant Command Deck Concept
Concept work beginning on the Palatine-class Adamant's command center.
I recently was asked via email why I didn't have more starship "bridge" sets. The answer, in a nutshell, is command centers/bridges are stinking difficult to concept and finish out. I always run out of steam before they're completed. But, seeing as there's a significant lack in my portfolio for suitable command decks, I decided to move to the Adamant's Command Center.
Consoles. Starting with the consoles this time, because they're the most challenging aspects of bridge designs.
Placement. I knew the command center of the ship would be near the front, inside a heavily armored portion, with some bunker style windows looking out. I've got to put the general placement of the various split levels. I know I want the captain's chair and the aft sections to be raised up, with a lower level toward the front where the various lower hands operate their various stations.
Here, I simply mirrored the finished conference room to show where the captain's cabin would be. The conference room is on the port side, the room with the table. The captain's cabin will be somewhat adjusted to accommodate an office/ready room area and a partitioned private sleeping area for him.
The command deck itself will have three window banks at the front, with possible duty stations along the sides where there are no windows. A central corridor will provide access from the back. All in all, we're looking at a pretty spacious command center which should be able to house five or six duty stations comfortably.
Hopefully...
Dan
I recently was asked via email why I didn't have more starship "bridge" sets. The answer, in a nutshell, is command centers/bridges are stinking difficult to concept and finish out. I always run out of steam before they're completed. But, seeing as there's a significant lack in my portfolio for suitable command decks, I decided to move to the Adamant's Command Center.
SIDE NOTE: I kind of don't like the term "bridge" to describe a starship command center, for the simple reason that that level of retention of naval etymology really seems silly in a far advanced society. I doubt that the Thrass, an alien race, would have had the same word etymology for their naval traditions as humans do.
In the case of the naval ships having a command deck called a "bridge", it is called that because originally an ocean going vessel had literally a raised platform which connected the wheelhouse with another part of the super structure of the ship, and it was called the bridge. It stuck from then on. Why a starship so far in the future would still have its command center called a bridge, I don't know. But oh well...anyway, enough of that silliness.
Consoles. Starting with the consoles this time, because they're the most challenging aspects of bridge designs.
Placement. I knew the command center of the ship would be near the front, inside a heavily armored portion, with some bunker style windows looking out. I've got to put the general placement of the various split levels. I know I want the captain's chair and the aft sections to be raised up, with a lower level toward the front where the various lower hands operate their various stations.
Here, I simply mirrored the finished conference room to show where the captain's cabin would be. The conference room is on the port side, the room with the table. The captain's cabin will be somewhat adjusted to accommodate an office/ready room area and a partitioned private sleeping area for him.
The command deck itself will have three window banks at the front, with possible duty stations along the sides where there are no windows. A central corridor will provide access from the back. All in all, we're looking at a pretty spacious command center which should be able to house five or six duty stations comfortably.
Hopefully...
Dan
Labels:
3d,
adamant,
blender,
bridge,
cgi,
command center,
command deck,
concept,
design,
interior,
sci fi,
science fiction,
WIP
Wednesday, December 30, 2015
Viminal Fast Attack Gunship Rework and Nero's Fire Release Prep
Well, with the completion of the Palatine-class remodel, it's time to update the Viminal attack ship.
The Viminal gunship was designed by the Thrassi Republic for escort duty of larger ships (Adamant is accompanied by two of them almost all the time), and for fast interdiction of small targets. But they've also been used as orbit-to-surface shuttles for capital ships, too.
So, without further ado, the update that needs to happen for the ubiquitous Vimmy.
Fortunately, it seems the update to the Vimmy isn't as much work as the Pally. The Vimmy model is much more modern, and so doesn't require a complete remodel like her big sister did, so that's good. But, still, it does require some TLC.
After finishing up the changes, I'll probably release this one on Turbosquid. At the very least, the interior should be made available. It's sat on my hard drive long enough, being neglected... We'll see. Think I'm overly attached to these silly ships of mine. Perhaps a therapist is in order. :)
--------
Also, the Nero's Fire, a freighter I worked on about a year ago also needs some TLC. Since I have a tad bit of free time, I'll probably hit this one and get her finished up. The only thing that really needs to be done is to finish modelling the landing gear and the loading elevator, and then she'll be ready for public release.
So that's about it for now. Just thought I'd throw another update on here.
Hope everyone is doing well. Have a safe week.
Dan
The Viminal gunship was designed by the Thrassi Republic for escort duty of larger ships (Adamant is accompanied by two of them almost all the time), and for fast interdiction of small targets. But they've also been used as orbit-to-surface shuttles for capital ships, too.
So, without further ado, the update that needs to happen for the ubiquitous Vimmy.
Fortunately, it seems the update to the Vimmy isn't as much work as the Pally. The Vimmy model is much more modern, and so doesn't require a complete remodel like her big sister did, so that's good. But, still, it does require some TLC.
After finishing up the changes, I'll probably release this one on Turbosquid. At the very least, the interior should be made available. It's sat on my hard drive long enough, being neglected... We'll see. Think I'm overly attached to these silly ships of mine. Perhaps a therapist is in order. :)
--------
Also, the Nero's Fire, a freighter I worked on about a year ago also needs some TLC. Since I have a tad bit of free time, I'll probably hit this one and get her finished up. The only thing that really needs to be done is to finish modelling the landing gear and the loading elevator, and then she'll be ready for public release.
So that's about it for now. Just thought I'd throw another update on here.
Hope everyone is doing well. Have a safe week.
Dan
Subscribe to:
Posts (Atom)