Babylon 5--Ea Omega redo (spaceship)

Greetings,
Just thought I should show off what I have learned (and am learning) with blender.
The goal of this project is to completely redo the Omega (spaceship) model from Babylon 5 (:RocknRoll:) TV series; With better details, textures, and my own personal take on the ship.:eyebrowlift:

I am starting out with the front of the ship.

(maybe I will actually finish this model.;))

A note: my computer specs are really really really…low-1 gig ram and 2 cores, so it’s is time to use the tricks that allow for really high res models:D

(P.S. I am current a member of the Babylon IFH-modeling team: http://ifhgame.ru/main/team)


Yes, I know the ship textures needs work-it’s just repeating texture set on Global-cube project



woah, especially if your PCs RAM is low you just GOTTA use bump maps! I don’t mean normal maps, but real displacement. That way you’ll need less vertices than right now… I’ve actually rarely seen people model patterns in a mesh nowadays… I don’t know what you’re aiming for so I can’t give any more critique, sry.

Some more progress…working on getting than main shape of the ship down.:eyebrowlift2:

Not sure about your displacement method, in order to have real geometry that looks good with a displacement map you have to turn up the subsurface modifier…way up.:frowning:

Not sure what you mean by modeling in patterns, if you mean that everything identical on each side, then your’re right…I am going to add more detail that is not mirrored on both sides.:smiley:




ah, sorry , I forgot blender isn’t using an intelligent subdivision surface algorithm (yet). Other softwares like autodesk’s and especially the new pixar’s can render the same amount of polygons much faster if they’re used as a subD than if they were subdivided manually. That’s why displacement maps are generally the better choice, but in this case I was wrong, sorry!

Yeah, I read a book about 3D modeling and learned about intelligent subdivision surface algorithms and displacement maps. I immediately rushed off to blender to do a displacement map the way it was described in the book and I was immediately disappointed.:rolleyes:

So after a taking a break from this WIP for awhile…I came up with this.:slight_smile:

Yeah, I decided to change a lot of things…and I still have quite a lot more things to do…(Once I finish this project I really need to do some organic modeling; since that has to be my biggest weak point:eek:)

Crits. always welcome….:slight_smile: