Crazy just how many cool and sleek things there are to learn with B3D. Here are a couple somewhat-random renders. The first is from after I watched a cool YT tut on array-mods. The second is from my playing around with a lot of variations afterward.
The second image really appeals to me because I can get so many different looks just by changing the seed-value only (on one of the build-mods in the stack). I started with a custom shape and then splayed it out with a ton of differing array-mods. I really like the happy-accident approach to this as it gets my creative-juices flowing. With the sci-fi cityscape, I could use this as a bed for 2D-painting over the top. This approach is a really fast way to capture unique views and spark the imagination. (My all-time favorite artist, Scott Robertson, has a really cool YT video on this type of process with Modo. He uses a particle-based approach but the concept works great with B3D too!)
Nothing too serious but thought they’d be fun to post. Hope you enjoy . . . oh, and more ships coming soon. Just trying to explore other options within B3D and having a ton of fun in the process.
Here is an early look at the first model from a new Rift Industries subsidiary; Expansive Dynamics. The first ship is the ExDyn Outrider. My goal will be to create a separate design-styling with this subsidiary line of ships. The first, however, is more of a transition version since several of the Rift Industries engineers moved to ExDyn to help get their manufacturing houses in order. ExDyn will be more involved with larger capacity ships, normally.
This ship has already been lovingly dubbed ‘the Frog’ by its pilots and crew. Its mission purpose is to serve as an escort vehicle for the much larger vessels (soon to start rolling off production lines).
Nimble and practical . . . introducing the ExDyn Outrider. Hope you enjoy!
@squirrelbot - (love the screen-name, by the way) I appreciate your kind words. Thank you!
And, here’s the latest from the RI production line; SPEARHEAD.
Design note - lately, I’ve really been diggin’ the white-washed look. The more simple the texture, the better to show the overall form and modeling IMO. So I may post several of this type in the near future. Nothing against fully texturing, because I love that too, but I’m groovin’ with the more classic, simpler look. (And yes . . . I added a couple of visible laser-banks this time too, up near the cockpit. :D)
@Ryeath - Thanks for the kind words. I could totally see that (#291)! And . . . I actually need to re-render Ward4. I ran out of patience and need to further tweak the textures to add more randomness. But I’ll get to that eventually.
Aaaaaaand . . . here’s the RI 274 (yes, obvious references here) quick-sketch I started yesterday. I added some additional elements, tweaked some of the existing mesh and rendered a few more views. I also failed to mention this yesterday, in my haste to post, but I have been thinking of re-imagining the look of an old C-64 game called “Space Taxi”. Those old enough, like me, remember a lot of quirky and fun games. This was one such game. I won’t bore everyone with the game-details here (can be Google’d) but it was a hilarious and fun 2D game. All of that to say, the little taxi was sorta my inspiration for the look of the RI 274. I may do additional modeling and texture this one to resemble the classic version . . . but will most likely redo it from the ground up and really modernize and dial in a fresh look.
I was testing some new node creations, using the RI 274. Guess this initial quick-test has turned into something more . . . and that’s fine with me. The blue version I made for a friend of mine. The copper-esque version is the ‘true’ one. I tried to get the colors as close to the main vehicle in the US version of “Life on Mars” and then subtly tweak from there. Think I got darn close. I love the retro look of this. (I’ve also tried all sorts of other color schemes and have loved all of them.)
Here is a new model; RI VAPOR. I didn’t have a design-direction going in. I simply wanted something new to look at while testing new material/shader node setups. Nothing too serious.
OK #296 has got to be my favorite to date. The GT stripes and colors really catch the eye. Turn a few of those loose in Bristol and let the show begin!
@Ryeath - Thanks! I appreciate it! Think it’s mine too, currently. (Bristol officials might frown on the hover-ring propulsion system underneath, which is there just not visible in these views, but would probably enjoy a few laps around the track in one. )
@pashm - Thank you for the kind words! Glad to share.
And . . . here’s another little burner; RI VANGUARD. I wanted to mock up another asymmetrical design for a racer-style ship this go-around. I’m tweaking some fresh paint-schemes and really like the two-tone blend on this (and two clicks can give me an almost endless variety between the colors). I may do a bit more detailing and post an additional version shortly. But for now, I hope all enjoy!
@Raven IIC - Thanks again for your kind replies! Yes, the RI 274 is some kind of racer. I get the ‘hotrod’ vibe too.
And . . . here’s the final version of the RI VANGUARD. I finished the cockpit, to allow a better view for the pilot, tweaked some of the hull and added decals. I think it fits nicely with the the sport-racer set. (I think my earlier RI Dash would fit with this group nicely with some fresh paint too. There is a similar design-language with it and the RI Vanguard, in my opinion.)
@Ryeath - Thanks! I’m not overly familiar with race cars much so I’ll take your word for it!
And here’s another new model; RI Inara Serra. Affectionately named by the pilots/crew of this exploration vehicle, the RI Inara Serra sports a distinctive and functional styling. (For the fellow Browncoats out there, this is not a Companion ship. Apologies . . . :o)
My main goal here was create something a bit unique and really explore the new pointiness-node options and how they can fit into my workflow. Even though probably applied too much, I like it.