is it ever done? hah never, but this is close enough. Its not to scale, well none of the ships are really to scale. I need to rescale them all before next export. I’m learning a lot about texturing and UV’ing. Every time I do a ship it looks better than the previous ships. I’ll need to go back before alls said and done and give another pass on each.
As stated in a previous post a new artist, David, recently joined the Eterium team. David has been busy in his spare time putting together some ships for Eterium. He has just come off some other projects and can now now devote his attention to Eterium. He has provided me with three rough renders of the ships he has been working on. Check them out (UEA Sagaris Medium Fighter, UEA Zhukov Corvette and Revi Light Fighter):
I’ve been working on learning to use 3DS Max better. I have modeled a much better cockpit. Using render to texture, I am rendering the radar, two video displays, fuel gauge and weapon gauge to the cockpit itself. As the ship moves, the cockpit and instrumentation, lag slightly behind the camera. This is an effect that cannot be achieved with a HUD alone. Still to do, I plan to attach the rest of the HUD to the cockpit so when the camera shakes the HUD does not stay fixed to the camera.
I do not really like how the cockpit video displays turned out because the text on them is far too large for my liking. However, since the Xbox 360 is one of my target platforms, I must keep in mind how it would look on a TV. The information on the Video displays needs to be readable from across the living room.
A new artist, David, has joined the Eterium team! For the last few months, David and I have been reviewing the existing concept art and discussing how we can make the game look better. Some of the assets are starting to reach the final stage and will be appearing in media and screenshots soon.