Mon, Sep 30, 11:51 PM CDT

Cargo Ship (Work In Progress)

Modo Science Fiction posted on May 19, 2009
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Description


This is a follow up redesign to my previous cargo ship. The larger ship is more of a luxury-liner type of ship for deep space travel. This new version is intended for Earth-Orbit-to-Moon shipping. Which is more in line with the story I've designed it for. It was completely modeled and rendered in Modo. I used Global Illumination to light it in order to make it easier to see the details. In space you wouldn't really see such lighting situations. The shadowed areas would be almost completely dark except where light may bounce around and light. I plan on adding a few more details to the "propulsion module" before beginning the texture process. This is a very high-resolution model as I plan on having it pass close by the camera in the final animation and as it appears later when landing. Looking forward to the final version myself. :)

Comments (21)


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Osper

7:55PM | Tue, 19 May 2009

Interesting model!

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Annihilator-6

8:09PM | Tue, 19 May 2009

It's looking good so far!

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722

4:50AM | Wed, 20 May 2009

looks awesom

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Biffowitz

6:27AM | Wed, 20 May 2009

Nice modeling work, it's looking good so far!

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gmvgmvgmv

8:09AM | Wed, 20 May 2009

Interesting design - looking forward to the finished version.

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Odessey

1:13AM | Fri, 22 May 2009

Keep going with it ! It's starting to take form .

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amapitodd

1:32PM | Fri, 22 May 2009

Thanks all. I've gone back and done some major poly editing with this model as I realized the poly count was insanely high even for close ups. It started out at 14.8 million polys, and got it down to 196,000. The only noticeable difference is in the larger "propulsion module" in the back. Other then that, the model looks virtually the same. I have a habit of getting into subdivision modeling too quickly before. Now, after working on this model, I'm much more conscious of how I'm modeling. Especially when I'm thinking about animating a model, since high poly counts dramatically affect render times.

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Slav

8:55AM | Mon, 25 May 2009

Nice, very nice. Lovely details and shape smothness.

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...Time.Bandit...

3:55PM | Mon, 25 May 2009

Nice details! Looking good.

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SIGMAWORLD

7:28AM | Fri, 05 June 2009

Nice modeling work!

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deci6el

8:51PM | Wed, 15 July 2009

Very cool looking model. I'm sure the "spinal" aspect you're aware of. Seems like it would be a cool theme to extend to other ships or stations it might dock with eventually making a large skeleton of some kind. Good luck with the story.

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JCD

3:14PM | Sun, 26 July 2009

This looks like a pretty cool design... hope to see some more progress on it!

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calum5

7:09PM | Mon, 02 November 2009

Diggin your modelling skills,can you import high poly counts from Modo and decimate them in zbrush?Just wondered if you knew,Im considering getting modo:)cheers cal

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duo

6:51AM | Tue, 22 December 2009

Organic mecha design! I love it!

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Alexander_Kroener

4:31AM | Sun, 21 February 2010

Promising work... seeing that model in action would be cool, indeed!

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DukeNukem2005

2:50PM | Mon, 09 August 2010

This is a very beautiful and very nice!

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amapitodd

3:11PM | Mon, 09 August 2010

Thanks everyone. I've been busy with work, but I've started working on it again. In my spare time I'm still working on the script for the story for which this model was designed for. There have been some slight changes since this version, mostly in the rear section but overall very little change.

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i-popba

2:40AM | Thu, 09 September 2010

cool model..!!! love it.

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j-dwarf

4:02PM | Tue, 30 August 2011

great model

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amapitodd

6:51PM | Tue, 30 August 2011

Thanks, j-dwarf. The rear propulsion module is "boxier" as a result of the lowered poly count. But not so much so as to take away from the design effectiveness. I've since discovered better texturing techniques, so I am more excited about the process now.

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jif3d

11:38AM | Fri, 02 March 2012

Very spiffy modelling, I think the cockpit could use some more detail, ie: more windows and hatch or two, otherwise top shelf work ! ~Cheers~


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