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July 2, 2011
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:iconiljackson:
A Lord Nelson-class carrier and its escorts.


Still trying to figure out what to do with these. I created them for a client that just wanted the images and not the actual designs and let me keep the models to use where I wanted.
Thinking of having the Free Colonies use them as they grow out of the Terran Protectorate's surplus hand-me-downs...
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:icondjomally:
INSPIRED!!!
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:iconsdfgeoff:
~sdfgeoff Jul 3, 2011  Student General Artist
Is it just me or does the highest one (to the left) have a smiley face?
Brilliant job.
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:iconterranabassador:
~TerranAbassador Jul 3, 2011  Student Digital Artist
Nice. I've been meaning to ask: What program do you use?
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:iconiljackson:
Doga-L3 for gross modeling, Carrara for fine tuning, detailing, texturing and rendering, and GIMP 2.6 for postwork.
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:iconterranabassador:
~TerranAbassador Jul 3, 2011  Student Digital Artist
Heh....Thanks.

Any tips for texture creation? I'm a freelancer for a couple video games and I've just started seriously attempting texturing.

Beautifull universe btw.
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:iconiljackson:
Hrmm, the issue with texturing is that unless you're UV map painting, which I haven't got down yet, each rendering engine is different. I've found that I learn by experimentation and trying random settings to see what they do in different ways.
As for the mechanics of texturing, the one thing people tend to forget is that there is a lot of human psychology that is involved. Slight undertones of color make us instinctively like, dislike or fear certain things. You look at these ships and, even if you couldn't see the guns, you'd probably think "human military" just because of the colors. They also say "authority." You immediately know they're not pirate vessels. Even the textures are rather an orderly patchwork of metal plates to give you that mindset.
If you're doing some alien vessel, lurid reds, oranges, greens, whatever we would NOT use but could still look believable as metal is good. Stay away from orderly tile textures and use something unpredictable, like an animal print, or a random fractal scale,like pattern. Or even a tile shape that we don't usually build with, like triangles or octagons.
One of the most important things is to make your ship look used. There's two ways to do this: in the program or in the postwork. Some programs (like Carrara) have a really good texturing room where you can do things like mix in a dark colored noise pattern. You do that right and you'll get a nice, non-repeating dispersion of dirt and wear. If you do the same thing to the bump map, you can really make a ship look scored up.
Alternately, soft cloud and smoke brushes (like Ron's smoke and fog brushes at Daz3d.com) in post work are great for that as well. You just switch to the "burn" tool in your photo editing program, use a smoke or fog brush and dirty the ships up that way. That was what was done in this pic.
Hope that helps some. A lot depends on the program you're using.
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:iconterranabassador:
Mood: Thanks ~TerranAbassador Jul 3, 2011  Student Digital Artist
Helps alot. Thanks man.
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:iconmanicusevictus:
pretty cool man :)
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