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March 8th, 2014, 02:36 AM
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#1
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Warrior Ace
Join Date: Mar 2009
Location: Salem Oregon
Posts: 528
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Viper Hangar - work in progress
I got a start on the viper hangers this week. Just thought I'd show a little progress.
This is a segment of one of the viper hangers. There are 10 bays like this one in each hanger, and four such hangers on each side of the ship.
At the back of this piece you see a raised area with a railing. Beyond this there will be a corridor and several compartments used by the hanger crews.
The other end of this piece you see a larger opening in the bulkhead, this matches up to an identical piece on the other side and forms a central taxiway.
Below the vipers there is to be a scissor lift type thing that has a pair of rails on top that mimic the launch rails and will lift the vipers off the deck to work on the landing gear or underside.
There will be an overhead crane in the center that rotates with a telescopic arm, rather than a gantry style crane. I'm still thinking about the design.
These shapes are basically just "roughed-in" at this point, and there are quite a few errors that need fixin. And sorry about the funky colors, these are just the random colors Max placed on the primitives I was building with. and obviously the vipers are just quickie stand-ins, as are the 6' tall biped men.
more to come this weekend.
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"Friend? Oviners have no friends!"
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March 8th, 2014, 05:27 AM
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#2
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Retired or am I?
| Special Effects Artist | | Battlestar Galactica 2003 | | CoFounder | | Colonial Fleets |
Join Date: Dec 2000
Location: Minnesota
Posts: 2,527
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Re: Viper Hanger - work in progress
Looks pretty cool!
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THE ART OF GALACTICA!
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March 8th, 2014, 07:02 AM
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#3
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Warrior
Join Date: Nov 2009
Posts: 170
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Re: Viper Hanger - work in progress
Wow, fresh new ideas! Can't wait to see more.
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March 8th, 2014, 07:23 AM
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#4
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Recon Viper Pilot
Join Date: Jan 2014
Location: tucson,Az
Posts: 45
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Re: Viper Hanger - work in progress
Punisher
That is a sweet hanger section. Love the deck above. great scale to. gonna love to see it finished.
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WARRIORS ETHOS
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" Will never accept defeat,"
" Will never quit, "
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March 8th, 2014, 08:38 AM
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#5
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Shuttle Pilot
Join Date: Dec 2006
Posts: 89
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Re: Viper Hanger - work in progress
Are those vipers part of Blue Squadron ? Sorry ... couldn't resist !!! : )
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March 8th, 2014, 02:40 PM
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#6
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Major
Join Date: Mar 2004
Location: Ireland
Posts: 5,115
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Re: Viper Hanger - work in progress
excellent start.. looking forward to more
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Formally Taranis
My Blog
"The world is my country, science my religion.”
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March 8th, 2014, 07:57 PM
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#7
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Strike Leader
Join Date: Feb 2003
Location: Wenatchee, Soviet of WA., Ex U.S.A.
Posts: 4,491
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Re: Viper Hanger - work in progress
Love the techy details. More!
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Fortuna est caeca. -Cicero
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"You know the night before was a tough one when even the sound of the fizz hurts your head." -Mike Hammer.
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March 10th, 2014, 03:48 PM
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#8
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Viper Pilot
Join Date: Sep 2009
Location: Long Beach, Ca.
Posts: 364
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Re: Viper Hanger - work in progress
Nice work... Looks really good. Is that rendered with Vray, or Mental ray?.
Those are classic 3dsMax bipeds... That's the program that got me started into 3d Modeling.
Can't wait to see more. Awesome work.
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"I reject your reality and substitute it with my own."
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March 10th, 2014, 08:19 PM
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#9
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Warrior Ace
Join Date: Mar 2009
Location: Salem Oregon
Posts: 528
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Re: Viper Hanger - work in progress
No its just the default renderer, with raytracing and AO enabled.
The current scanline renderer is probably nearly as good as Vray or MR from around 10 years ago. Its nice how things continue to improve. But honestly I dont spend much time at all setting up renders, and havent kept up with all the changes over the years. My max renders they are just for quick visualization. My real rendering target is Cryengine so all my work is geared towards that end.
I used a biped so I could just real quickly set the height at 6' tall. I have some toolboxes and test equipment to add and I want it placed at the right height for a character to manipulate naturally, so a posable manequin seemed appropriate.
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"Friend? Oviners have no friends!"
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March 10th, 2014, 10:40 PM
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#10
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Warrior
Join Date: Aug 2005
Location: Vancouver Canada
Posts: 263
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Re: Viper Hanger - work in progress
Lovin' it!
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March 11th, 2014, 01:39 AM
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#11
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Major
Join Date: Mar 2004
Location: Ireland
Posts: 5,115
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Re: Viper Hanger - work in progress
Quote:
Originally Posted by Punisher454
No its just the default renderer, with raytracing and AO enabled.
The current scanline renderer is probably nearly as good as Vray or MR from around 10 years ago. Its nice how things continue to improve. But honestly I dont spend much time at all setting up renders, and havent kept up with all the changes over the years. My max renders they are just for quick visualization. My real rendering target is Cryengine so all my work is geared towards that end.
I used a biped so I could just real quickly set the height at 6' tall. I have some toolboxes and test equipment to add and I want it placed at the right height for a character to manipulate naturally, so a posable manequin seemed appropriate.
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manequins are very handy for these set ups.. I used them all the time
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Formally Taranis
My Blog
"The world is my country, science my religion.”
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March 11th, 2014, 10:40 AM
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#12
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Colonial Story Teller
| Fleet Moderator | | Colonial Fleets |
Join Date: Sep 2003
Location: New Orleans (Metairie), LA
Posts: 4,785
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Re: Viper Hanger - work in progress
Amazing detail! Lovin' it lovin it!
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Don't be a fan. Don't be a victim!-Martok2112
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June 16th, 2014, 08:12 AM
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#13
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Warrior
Join Date: Jan 2014
Location: Salem, Oregon
Posts: 174
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Re: Viper Hanger - work in progress
This looks like it would make for a GREAT diorama!!!
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If it can be thought of, it can be done.
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June 16th, 2014, 09:52 PM
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#14
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Warrior Ace
Join Date: Mar 2009
Location: Salem Oregon
Posts: 528
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Re: Viper Hanger - work in progress
I havent yet shown how this compartment fits in with the others in the lower viper hanger. but there is much more to come.
Honestly I've been so busy with real life stuff I havent done much 3d modeling in a couple months.
I have made on notable change to my BSG project though, I've switched game engines from Cryengine3 to Unreal Engine 4. Crytek has been making moves that are alienating their Indie game developer community, while at the same time Epic has made some major changes with the new UE4. Some of the stumbling blocks that I encountered with Cryengine are easily addressed in UE4. I believe this switch will help speed my progress quite a bit. Expect to see some new things from me over the next few months.
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"Friend? Oviners have no friends!"
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June 16th, 2014, 09:55 PM
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#15
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Warrior Ace
Join Date: Mar 2009
Location: Salem Oregon
Posts: 528
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Re: Viper Hanger - work in progress
Quote:
This looks like it would make for a GREAT diorama!!!
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I will be releasing this when its finished, along with most everything else when ready.
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