Re: The Studio Quick-Crit Thread
Re: The Studio Quick-Crit Thread
Those are the pilot consoles and the chair is right in the middle. It's more of a layout sketch than anything else.
Quote:
Originally Posted by
SnaFuBAR
Kind of boring, it's almost like a reception desk area. No joke.
It's not like the ship needs to be interesting at every turn. You'll be looking out over the map.
Quote:
rofl my only quick advice is... study the cinematics in Halo Wars, shows a perfect observation deck and captains room, yada yada yada... :P
I've spent some time doing just that.
Overall, the design is based on Mass's concept sketch of the exterior, which I've accepted and pushed off to BTGII to start modeling this weekend. So, yes, glass super thick plastic-like material floors and windows throughout the bridge. The lack of visible windows was a major problem with the original Draco, which is why I've moved the gunner into the bridge and accepted Mass's extremely "transparent" design. Also, it just seems right after looking at the Spirit of Fire for literally hours today.
e: As it's a design aspect, I guess I can ask here - should the windows be heavily tinted so it's hard to see in from the outside but still possible? Or no tinting? Or opaque golden reflection like on the Cairo?
Re: The Studio Quick-Crit Thread
It should look like the bridge of a military vessel, not the lobby of an upmarket hotel.
More consoles. More fuseboxes and relays. More access hatches.
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
nick3d
Right, everytime i try rendering, with shadows i get this error,
but when i do it with just 1 lighting i dont get no errors what so ever, any more and i get this 1 annoying error, could you help me out please?
fixed
http://i623.photobucket.com/albums/t...nsionError.jpg
Re: The Studio Quick-Crit Thread
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
AdmiralBacon
Those are the pilot consoles and the chair is right in the middle. It's more of a layout sketch than anything else.
It's not like the ship needs to be interesting at every turn. You'll be looking out over the map.
I've spent some time doing just that.
Overall, the design is based on Mass's concept sketch of the exterior, which I've accepted and pushed off to BTGII to start modeling this weekend. So, yes, glass super thick plastic-like material floors and windows throughout the bridge. The lack of visible windows was a major problem with the original Draco, which is why I've moved the gunner into the bridge and accepted Mass's extremely "transparent" design. Also, it just seems right after looking at the Spirit of Fire for literally hours today.
e: As it's a design aspect, I guess I can ask here - should the windows be heavily tinted so it's hard to see in from the outside but still possible? Or no tinting? Or opaque golden reflection like on the Cairo?
Why not do what everyone is doing and be lazy and make a competition on its design? :)
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
neuro
That is the most childish answer i have ever had off any1 on this forum and trust me iv had some childish shit on here, you use 3ds right?? well that's your preference, if you go to university to do games design, you spend more time using Maya than you do 3ds because it is obviously the better program, 3ds... 1 year, Maya... 2 years. And no it isn't because it has loads of tools and all this shit which i get off hunter, its a completely different way of going into design, better user interface, to my preferences anyway, your access off it is alot easier, make your own tool bars and stuff like that, its a more expensive program, it is used by alot of well known industries
Re: The Studio Quick-Crit Thread
Forget about what program is better. No one so far knows the answer to your problem, search else where. Use google for fucks sake.
Re: The Studio Quick-Crit Thread
Quote:
Originally Posted by
nick3d
That is the most childish answer i have ever had off any1 on this forum and trust me iv had some childish shit on here, you use 3ds right?? well that's your preference, if you go to university to do games design, you spend more time using Maya than you do 3ds because it is obviously the better program, 3ds... 1 year, Maya... 2 years. And no it isn't because it has loads of tools and all this shit which i get off hunter, its a completely different way of going into design, better user interface, to my preferences anyway, your access off it is alot easier, make your own tool bars and stuff like that, its a more expensive program, it is used by alot of well known industries
PS he's a professional game artist. Also, no, Maya is not more expensive nor is it the better game design tool. hth.
Re: The Studio Quick-Crit Thread
Hai!
http://img38.imageshack.us/img38/641...unfinished.png
http://img269.imageshack.us/img269/1...nfinished1.png
These renders are slightly outdated; I've done the joint guards and have added the little details on the legs. Poly count is 9,300, and I'm hoping to get it into CE (I know...OH SHI)