Fri, Dec 20, 4:42 AM CST

Building of FTL

Carrara/RDS Science Fiction posted on Feb 19, 2013
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Description


Back in the early 80′s I got my first “computer” a Sinclair ZX-81 (81 being the year). it was black and white, had 1kb RAM, not hard drive, no floppy drive and stored everything, when it felt like it, to cassette. It was truly a dreadful machine. The best thing about it was the manual which had an amazing cover by John Harris. He created a lot of sci-fi art and is known for HUGE scale with HUGE ships. One of my favourites was called The Building of FTL1, about the construction of the first faster than light ship. Today I wanted to recreate this image using my own models. Wings3d, Carrara and Photoshop

Comments (12)


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saphira1998

11:35AM | Tue, 19 February 2013

cool

)

JohnDelaquiox

11:42AM | Tue, 19 February 2013

awesome render

3Drendero

11:53AM | Tue, 19 February 2013

Nice render. Too bad space ship development has stalled compared to computer development.

artofsouls

12:55PM | Tue, 19 February 2013

Cool sifi image

)

bebopdlx

1:45PM | Tue, 19 February 2013

Nice work Phil!

)

zhaanman

1:48PM | Tue, 19 February 2013

wicked cool point of view!

)

android65mar

2:32PM | Tue, 19 February 2013

Great concept

)

ShawnDriscoll

2:39PM | Tue, 19 February 2013

John Harris is a favorite of mine. Done GC scenes of his stuff, too.

)

grafikeer

4:19PM | Tue, 19 February 2013

Great atmo and lighting,as well as a grand sense of scale!

)

Kixum

5:01AM | Wed, 20 February 2013

An excellent interpretation. You've done very well with it!

)

mermaid

10:19AM | Wed, 20 February 2013

wow!

)

Kinchie

5:16AM | Sun, 24 February 2013

Truly magnificent scene - amazing depth can be seen on the large image - and the light is great! Only one thing I think can help perfect your scenes and models perhaps - is to somehow "bevel" the sharp edges of the spacecraft parts. Its their utter sharpness relative to the ship's supposed scale that makes one see they are not as realistic as they should be. Hope you can do this without overloading polygon counts? or else with some other shader the technique? Then you'd have it cracked!


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