air base

hi… these are my first renders.
I’m very new at this modeling/painting method.

This is a big base floating in the air.
this concept is based on a story i’m writing.
It’s an RDA forces base, in the inner part of the Earth atmosphere, designed to carry tanks.
The carrier air ships gather at this base to carry tanks to territories where the war is raging.
It’s one of many bases positioned at this orbit.


the tanks is modeled in blender, painted in gimp.

Alright…
This is a try at painting.
I didn’t use any textures, the cloud was painted with one of gimp’s brushes.
I’m trying to produce a completely painted version of this base, i like this painting thing, much more fun as a hobby.

The design is at its beginning phases, only practicing painting cracks, holes in ceilings from shells, decay, etc…


In terms of design, I need to look at some kind of futuristic reference architecture, (i suppose there aren’t alot of those around).

this is what i’ve got so far, i will start painting when i have the entire scene modeled.



I’m also wondering if there are any painters here who use 3d as a base, i can’t seem to find people who use blender for this purpose.

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very cool design :slight_smile:

Reminds me of Halo…keep going i wanna see more.

I’m also wondering if there are any painters here who use 3d as a base, i can’t seem to find people who use blender for this purpose.

David Revoy (Deevad) does. In fact I think he came out with a dvd called blend and paint. His stuff here. (he did the alice in wonderland with some blender)

>>idh1109 >>DDD —> thanx, this design thing takes my mind off a lot of stuff.
>>GraphiX ----> his skill is amazing.:spin::spin::spin:

The new tank design, i hope i get better at this.



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Wow! I love the triangular tank design. Will I be forgiven if I say you were… Thinking outside the box?

-rking

>>rking, thanx
lol:D:evilgrin: hilarious

alrighty… I was thinking of this concept, a multi-handed robot, that does the work of numerous people simultaneously.



the current mesh is not suitable for the level of blender community, looks like a bent bed.
so, i’m going to start over with it. :yes:yes:yes:

I read this sci-fi short once, I don’t remember the name or the author, but it was about a future colony on a planet for a mining mission. The workers were humans that controlled robots remotely. If you were elite you could control two or three at a time, but the main character was next-level… able to control like fifty at once. That’s what your bot makes me think of… Maybe a farm of them and one ubergenius with a brainbucket on orchestrating it all.

Imaginitive stuff. Good work.

-rking

holy crap. That’s some awesome tank design. And love the composition of your scene.

>>rking —> i was actually thinking of something similar, don’t know how to integrate it in the scene though.
>>yoeri —> thanx;)

Back to the composition of the image,


I’m learning about the law that’s called the law of thirds, and it’s derived appearantly from another “golden ratio” concept.

our blender has it in the camera settings, that’s why i shifted the scene a bit.
Now i can put the focus point on two places, marked in red on the image.

oh, and the container, is supposed to contain tanks, this one will be bound to a transport
air craft, which i’m in the process of modeling.

i’ll do another container with tanks in it, because without that, i think the viewer might wonder what is in those containers.

I’m still cautious about over-crowding the scene.:eyebrowlift2::confused::eyebrowlift:

I think you can put a lot of detail on the walls and ceiling. If you keep the space in the front, I don’t think the scene will look overcrowded.

>>Yoeri —> yes, it’s not healthy for a large scale image (or so i think) to put objects in the foreground, unless they ARE the subject. right?:o… it’s hard to get generalities right.

a note:>>
I checked for landscape focal lengths before i set the camera.
It used to look flatter than this.

O.K, so i’ve been working on this ‘Transport Ship’

I also put it in the render focus point, on the left third.
I hope i’m right with this.


The only textures are on the containers for now, and the clouds are painted.

An update, i’m trying to use gimp’s ‘overlay’ layers to paint the surfaces, as it doesn’t really hurt the values unless i go too high with brightness:no:.

I put a color layer underneath it, to provide a base for the colors, this way i can control the blending process.:confused::spin::confused:


Alright… I’m getting some modeling done.
I’m going to remodel things when the whole picture is realised.
There are a lot of parts which still stick out as polygons:p.
I need to completely vanish this aspect to make the scene acceptable.
s


Josef,

Better and better. When does preorder open up for your feature-length DVD? =)

-rking

>>rking --> thanx:o. I’m not on a level to do any kind of tutorial.

So, this is an update of the modeling, i didn’t like somethings that stuck out here and there.
I also added the old tanks to see how they come out.

The composition is not decided yet, so we’ll see.:spin:



Also, it’s unfortunate that my laptop can’t push a lot of polygons.
I only applied some bevel modifiers here and there.

And I wish i could use Cycles for this,:no:. but BVH building alone takes twice the render time in BI :confused:.

Hi, I’m making progress. I thought i should do the painting part now.
I painted most of the surfaces, except for the floor and that striped wall.
It’s more fun this way.

But i need some pointers if available, about composition, coloring, etc.
thanx:o.




I’m getting closer to completing the work, I still have to put the tech robots and their computers.
Mostly, the control area will be on the left side, and i will do some remodeling.