Roughing Ship Model

CAGD 493
11/21/2019
Update


Above is a presentation of the progress from start to current session.

For this update, I was able to roughly get into the model itself and just push on through to make the top and a bit of the back and bottoms.

To start off, I cleaned up my model a bit while I noticed there were some n-gons around the nose of the model. Then I slightly adjusted some of the assets to make the ship more sword-like, but I'll get some critique of that from my peers before proceeding.




The model is still rough and a lot of work / polishing needs to be taken care of at a later time as the time for crunch is nigh at the end of the semester.

CAGD 493
11/21/2019
Update

For this update, I don't have my picture to upload on here as I wasn't able to screenshot or forgot to upload.

Rest assured, I'll be updating this first thing in the morning before presenting.

What I can tell you is I have taken to my professor's advice and said forgot to conceptualize as time is nearing where I'd have to present. What I have done was a detailed roughing of my ship based on the concept.

I have screenshot a few perspectives views and a back with overhead shot.



As I'm sure you've noticed that the wing is only on the left side and this is due to the attaching section is still being modeled as I trying to figure out the right topology. The same goes for the hull of the main cockpit as I'm trying to figure out how to make it flow.

The back component is a splicing of the two types of engines I was using, but there's still need some cleaning up as of later until after I set everything to be suited for presentation.

CAGD 493
11/07/2019
Update










Hello, hello. Unfortunately, I have not been able to keep up with my projects due to time constraints.

For one of my projects, I've been busy hammering out models, UVing them and texturing them as rushing down to my deadline and loss of models due to my negligence of not backing the files.

I have uploaded a few of them as I'm not gonna post the simpler ones. Everything had been done in Maya, Substance Painter, and Zbrush (if it was needed like for the mask).

As for my ship, I took in the critiques of drawing out the point a bit to make it resemble both models I took as inspiration. From this perspective angle, I'm having a hard time flowing with the designs for the rear torus rings in the back to work with the model. I'm still designing and redoing this to fit.

The rear engine will be equipped with thrusters and air intakes to accelerate and cool down the thrusters as they heat up. The ship is made more pointed and beveled into a sharpened edge.
I'll soon be working on a bottom reference to show you what is underneath. I'm strongly considering this would be a game model or animation model since I've been rather time-restricted.

CAGD 493
10/31/2019
Update

For this update, I have been rather busy redo-ing lost assets for another project such as remaking,  remaking the UVs, and creating the textures through Substance Painter to catch up with my groupmates. I've barely had enough time to touch this conceptual one for the current post.

What I did was redesign my engine from previous posts to fit in conjuncture with my ship. I was working on blending the two styles of my engine/swordfish engine with the Redline Trans Am Thrusters posted before below.

I've touched up my design to be symmetrical and thus I have a scaffold. I still have to stretch up the nose of the ship to be more akin to the swordfish be still keep the muscle car look with out looking like a car.



So far the design is coming together and I hope to have this done and move along the pipeline.

CAGD 493
10/24/2019
Update

For this update, I've been working on blending the ship with a muscle car look and with the accompanying cannon. I went with a design moved from the needle-nosed original look to a more souped-up muscle car.

My concept is based on the Trans Am from the Sci-Fi animated movie Redline piloted by the character Sweet JP. I chose this one as it would fit the rigid shape of the cannon I've made.





The hardest part has been blending the two designs together to fit each other's aesthetic as well as fit the gun provided and figuring out how will the ship function. As you can see, I've gotten rid of the spherical pod and the lacking sleekness and gone for a technological look with the sharp edges.



I've incorporated the design to have a longer nose, to instead of being pointed, to be more sword-like. Keep in mind, I'm still adding and subtracting designs to see what would work, so nothing is set in stone yet, but here's the scaffolding.

I have a side profile I've been trying to make and I've designed the sides of the main body, yet I still have to fit the big thruster behind it like what the Swordfish has. This will take some time to rough out the details.



CAGD 493
10/18/2019
Update: Cannon

Here's the update for my cannon on the Swordfish II.

Below I have two different looking cannons that are essentially prototyping what I'm trying to conceptualize for this project.  The top one is a blocked out gun for the weapon known as the Battacor.

The original style for that cannon is that it has to be more organic looking with a wire-like appearance. I did this as rough as I could because I would have a hard time modeling in such a style I'm not used to. I've taken some liberties with the block out to make the cannon seem more belonging as a mount for the ship all while sticking with the railgun look I was first inspired by.

The second cannon is of the photo bash image shown on the previous update before this current one and sticking with the motif of the rail gun aesthetic, I grabbed assets that would look more in line with what I can work with despite the weird look.

My concept for this cannon would be that this cannon retracts and extends when readying to fire and pulls with a recoil. With both of the cannons blocked out, I still have to work on a concept for the main body of the ship so that either gun would fit in line with the style.




























CAGD 493
10/10/2019
Update: Referencing Parts

For this update, I've been rather busy with other projects and a few technical difficulties causing some crashes causing to start over some works.

Currently, I am conceptualizing the rotating cannon on the Swordfish space ship. I utilized the game weapon assets from Warframe to pull some ideas.

I found one weapon, in particular, to start as the basis as it functions as a long-distance rail gun cannon kind of like the cannon in the anime functions as I've seen in clips.



The other images are for some aesthetics to add on. The weapon called the Amprex has some batteries/generators around the barrel I'd like to include. The Exergis weapon looks like it has a function on opening and closing. When the cannon readies to fire, the barrel opens as a charge builds to shoot. The Battacor has a slick design too I'd like for the interior of the mechanics but it seems too simply designed for the Swordfish. For the Dera, I like the concept of the top and bottom for the rail gun aspect that I'll include in my concept.



The weapon below of the Ignis is an idea I can utilize for the look appearing to fit in with the Swordfish's red racer design. If anything, I can grab the shell and shape it to fit the end product with pipes and attachments to match my engine.





CAGD 493
10/3/2019
Update: Break

For this update, I have nothing to present as certain circumstances involving other projects took a huge chunk of my time as rendering programs had crashed. For my 420 class, I was trying to get a hand of the photogrammetry lessons and after 3 tries, I've beaten Agisoft and its render times!!!!

The technical difficulty I have so far as I didn't mess with the photos well enough in the initial stages well enough and the details don't show up too well in the ZBrush renders as well as Substance Painter.

Another issue I had was it appeared that the low poly had the textures looking pinched together. I think that this may have been due to me possibly not clearing the history after the quad drawing/merging with the modeling toolkit.

I've also a deadline to meet for my 445 class that took immediate priority after decent progress of the photogrammetry assignment was completed. I took three hours to create three primary assets of a bookshelf, a wall-mounted spice rack, and a casual prison sink.

The technical issue I had with this project was a lack of experience producing pipes and wires. However; I recalled the Wire Tool in Maya can breeze through this process and it does. Yet, it was rather limited as the only preferences were the line and circle modes as the cube was gone.

I'll be sure to post my progress on the ship as soon as I can.

CAGD 493
9/26/2019
Engine Update

For this update, it was all starting with some concepts. The image below was me experimenting with some ideas for the engine taking on a turbine idea and a concept I saw of an artist on themselves taking liberties with the swordfish too. Along with that, I'm trying to keep some concepts of the original anime's swordfish without diverging from the design.



Below are some screen grabs of what I've made. I have the pivots set to be on the hinges for the inner stabilizers. For the outer stabilizers, I'm thinking of having it not pivot, but it's not set in stone.



I've re-organized some part to be more not ridiculous like the connector from the back to the chassis. Instead of the piece connecting at a weird angle, its more subtle and aerodynamic.



The following image is my designing of the inner thruster. I extruded some faces around the ending to function as heat-resistant plates, and I'm debating on modeling them separately.



I'm having difficulties thinking up of some method of the wings in relation to the body, but the end flaps as well as their functions. The designing for the appearance of the wing ends is a bit hard to be original and find functionality in its form.








CAGD 493
9/19/2019
Modular Modeling

Update!

Since roughing out the size of the ship, I've been doing some studies on the ship from the anime.

Now my memory of the ship was a bit hazy, but I'd have to stay as true to the ship as possible in the anime and it's original purpose of being a converted race ship.

Below I have some studies of the ship as I'm trying to have the contours of the ship blend in to be more racer like rather than my original approach. Things such as this are proving more difficult in relaying the anime to more realistic approach.



The following images are of me working on parts of the ship individually, like the lights, handles, wing flaps, spacing out the tail gate to the references and observing the anime.





Due to the appearance on the anime, the main hull appears to be a one parter with small parts of the shell breaking off to show case the landing gears on the bottom and horizontal stabilizers that are in two sets of two on the top and bottom, but there are some scenes where they aren't there. So I gotta do more research into.

I'll be redoing the main shell with a sphere primitive with the point being the center instead of a cube.


CAGD 493
9/9/2019
Rough Ship

Update:
I have completed the rough version of the swordfish so that I can get a sense of the scale I'm dealing with in relation to the size of a grown man.

What I need to do:
* Create the outer shell of the ship with fine detail
* Work on the inner working such as the bendy bits
* Make the topology work together

I know this piece I had I was using three different references for the front, top, and side view, so things may appear different. However; do note the idea I'm going for is a different version that appears to be less anime and more realistic.

Top:



Front:


Side:



Perspective:



With these shots, I'll be having more of a creative liberty on this so that it'll fit a cinematic scene better.
I'll adjust the wings to be more aerodynamic and resemble a sturdy ship fit for combat, but I have to blend my idea with who Spike is. Sleek and "unassumingly" strong is what I'm leaning towards.

It is a rough boxing to get the scaling appropriate, yet I'll be adding flare to make it seem more like a souped up custom. Pipes connecting the engine, decals, and a functioning interior cockpit (still drawing up concept on how to make it work with the exterior), and etc.


CAGD 493
8/30/2019
Concept 1

Cowboy Bebop: Swordfish

60/40

Ideas:
* Film Quality of Ship
* Functioning too with folding wings and landing gear

**Update**
So I have decided on making a well detailed ship well suited to movies / cinematic.
I'll be utilizing Maya for it quality on hard surfaces, then bringing the model when already most done to zBrush for finer details or scuff marks.

Then off to Substance Painters.

To do:

* Make the Model as separate pieces such as a vehicle model
* Rig it to function
* Make Pretty






Secondary Project: Warframe Fan Concept

Ideas:
* Make the muscle-like body more prominent
* Like a skinless human, but more scrawny-like






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