HOME | DD

Chiletrek — UN Spacy Research ship 01 render

#sdf #spacy #un
Published: 2014-08-12 06:50:09 +0000 UTC; Views: 2097; Favourites: 17; Downloads: 42
Redirect to original
Description Hello:
 These are renders of the Research Ship as seen in "Macross 7", named by me as the Einstein type (to diferentiate it from a custom ship I'll post in a later date ).

 This is a multipurpose scientific research vessel, where all research and technological development of a New Macross Emigrant Fleet are made. At least one of this ships is assigned to every fleet.

 I have made almost all Emigrant Ship types, this is the first one I show pics about. I really hope you'll all like it. As always, comments are aprreciated.

 Click "Download" to see full details! .

-Edit: Variant version I've made can be seen here -> UN Spacy Research ship 02 render
---
Hola:
 Estos son renderizados de la Nave de Investigación como fue vista en "Macross 7", nombrada por mi como del tipo Einstein (para diferenciarla de una nave customizada la cual postearé en otra fecha ).

 Esta es una nave de investigación científica multipropósito, donde se realizan todas las investigaciones y desarrollos tecnológicos en una flota tipo New Macross. Al menos una de estas naves es asignada a cada flota.

 He hecho casi todos los tipos de Naves de Emigración. ésta es la primera de la cual muestro fotos. Realmente espero que a todos les guste. Como siempre, los comentarios son apreciados.

 Click "Download" para ver todos los detalles! .

-Edición: La variante que hice puede verse aquí -> UN Spacy Research ship 02 render
Related content
Comments: 30

Nova1701dms [2015-01-19 23:57:26 +0000 UTC]

I like this one!  Maybe more!  Love the pyramid design.  Awesome Job! 

👍: 0 ⏩: 1

Chiletrek In reply to Nova1701dms [2015-01-20 00:03:29 +0000 UTC]

Hello:
 And thank you very much! .

 Maybe you like it more because is more flashy? with not-boring colors? . If you ever watch Macross7, you'll see this ship, and it will have more time on screen later in the series.

👍: 0 ⏩: 1

Nova1701dms In reply to Chiletrek [2015-01-20 00:28:34 +0000 UTC]

It is flashy.  Overall, it's a good looking design.

👍: 0 ⏩: 1

Chiletrek In reply to Nova1701dms [2015-01-20 00:44:17 +0000 UTC]

Hello:
 Yes, I liked the design too.

 I still need to post pics of other Emigrant ships, but those have transparent domes so you can see the environment inside.

👍: 0 ⏩: 0

acerr85 [2014-08-12 22:29:25 +0000 UTC]

good work

👍: 0 ⏩: 1

Chiletrek In reply to acerr85 [2014-08-13 00:48:04 +0000 UTC]

Hello:
 And thank you very much! .

👍: 0 ⏩: 0

Deaku [2014-08-12 17:54:14 +0000 UTC]

Very nice ^_^ Always good to have such a ship in a fleet when the unexpected or unknown pops up as well as keeping the tech of the fleet up to date.

👍: 0 ⏩: 1

Chiletrek In reply to Deaku [2014-08-12 19:38:28 +0000 UTC]

Hello:
 Yeah! that is why I prefer the Emigrant Fleet type shown in "Macross 7" more than the fleet from "Macross Frontier". Because Frontier is an "all eggs in one basket" type of fleet.

 I am glad you can also see how useful this type of ship can be. And it is also the ship where any unknown mecha or Protoculture artifacts that are found are sent to be studied .

👍: 0 ⏩: 0

Kodai-Okuda [2014-08-12 07:20:11 +0000 UTC]

As always, Chiletrek my friend, an excellent job.

May I ask the poly count on this one?

👍: 0 ⏩: 1

Chiletrek In reply to Kodai-Okuda [2014-08-12 19:35:12 +0000 UTC]

Hello:
 And thank you very much! .

 As for the poly-count, the ship has 2014 polygons on it's own and 3356 when it has the Uraga class carrier attached to it's bow section (like in the pic).

👍: 0 ⏩: 1

Kodai-Okuda In reply to Chiletrek [2014-08-12 19:51:15 +0000 UTC]

Wow, Chiletrek!

That is an amazing render for such a low poly count.
Today's "low-poly" is around 10,000 to 50,000 polygons, so keeping this image under 10,000 is quite an accomplishment considering how good it looks.

Here's a short list of the different polygon counts for some major video games of the last thirty years.

Dead or Alive series, Xbox, 2001-2004
Character – ~10,000-15,000

Gears of War, Xbox 360, 2006 (according to D’Artiste book)
Wretch – 10,000 polygons with diffuse, specular and normal maps
Boomer – 11,000 polygons with diffuse, specular and normal maps
Marcus – 15,000 polygons with diffuse, specular and normal maps

GTA San Andreas, PS2, 2004
Characters – 2,000 polygons with 1 256×256 8bit texture
NPCs – 1,200 polygons with 1 256×128 8bit texture

GTA IV, Xbox 360/PS3, 2008
Story Characters – 8-10,000 polygons with multiple 256×256/512×512 diffuse, specular and normal maps
NPCs – 3-4,000 polygons with multiple textures

Half-Life, PC, 1998
Zombie – 844 polygons
High Definition pack Zombie- 1700 polygons

Halflife 2, PC, 2004
Alyx Vance – 8323 polygons
Barney – 5922 polygons
Combine Soldier – 4682 polygons
Buggy (without mounted gun) – 5824 polygons
Classic Headcrab – 1690 polygons
SMG – 2854 polygons (with arms)
Pistol – 2268 polygons (with arms)

Halo, Xbox, 2001
Masterchief – 2,000 polygons

The Legend of Zelda: The Wind Waker, GC, 2002
Link – 2800 polygons

The Legend of Zelda: Twilight Princess, GC/Wii, 2006
Link – 6900 polygons

Lost planet, X360/PC, 2007
Wayne – 12392 polygons (but finally 17765 polygons for compatibility with motion blur effect)
VS robot – 30-40,000 polygons
Background – ~500,000 polygons

Mass Effect, X360, 2007
Sheppard + armor + weapons – ~20,000-25,000 polygons

Metal Gear Solid 3: Snake Eater, PS2, 2005
Snake – 4,000 polygons

Project Gotham Racing 2, Xbox, 2003
Vehicles – 10,000 polygons

Project Gotham Racing 3, Xbox 360, 2006
Vehicles – 80,000-100,000 polygons

Quake, PC, 1996
200 polygons with 1 320×200 8bit texture using predefined palette.

Quake 4, PC, 2006
Player model – 2,500 polygons with multiple diffuse, specular and normal maps

Resident Evil 4, Gamecube, 2005
Leon – 10,000 polygons

Uncharted: Drake’s Fortune, PS3, 2007
Main characters – ~20,000-30,000 polygons
Drake – ~30,000 polygons
Pirates – ~12,000-15,000 polygons

Unreal Tournament, PC, 1999
Player model – 800 polygons

Unreal Tournament 2k3, PC, 2003
Player model – 3,000 polygons

Unreal Tournament 3, PC, 2007
Weapon models – 4,500 to 12,000 triangles for the first person view

Virtua Fighter 5, Arcade/PS3/X360, 2006
Character – ~40,000 with diffuse, specular and normal maps
Background – 100,000 – 300,000 polygons

As you can see, nearly every game made after 2005 is using characters models in the 10,000+ polygon range.
With the Xbox-One and PS4, characters are pushing 50,000 polygons.
That takes some serious computer power to render.

👍: 0 ⏩: 1

Chiletrek In reply to Kodai-Okuda [2014-08-12 20:05:39 +0000 UTC]

Hello:
 Wow, how did you make that list? .

 Serious power indeed, but today's consoles and computers are indeed way more powerful than what we had years ago, I say because I still play Quake1 .

 Did I ask how did you make that list? .

 And thank you for the compliment, I aprreciate it a lot . I've got used to make my models at those polygons due to the games I mod for. And I forgot to mention the Research ship and the Uraga carrier have 1 texture each with 1024x1024 pixels.

 

👍: 0 ⏩: 1

Kodai-Okuda In reply to Chiletrek [2014-08-13 01:46:02 +0000 UTC]

Hi Chiletrek,

That information comes from a 3D blogger in the UK who was answering the question of "How many polygons is too many for a character in video games of today."

www.rsart.co.uk/2007/08/27/yes…

Only 1 texture layer?
Damn!
I'm using dozens of textures for some of my renders in a variety of manners (specularity, bump, luminosity, etc.) to get more unique effects and thus a more unique look to my lightwave designs.  In other words, I am experimenting with the models I'm posting here to try and get a feel for lightwave and craft my own unique style with it.

I normally render at 55mm camera (using six distant lights set at 65% intensity, and 5% ambient light) with a 65mm 8 PERF 4K "film" effect (essentially a 4096 X 2936 pixel resolution) in lightwave layout.

CELCO: The Science of Light is a great reference website for experimenting with light effects when rendering.

www.celco.com/formatresolution…

👍: 0 ⏩: 1

Chiletrek In reply to Kodai-Okuda [2014-08-13 02:11:22 +0000 UTC]

Hello:
 Well, the main texture only has 1 layer, but there is the alpha channel layer for luminosity and the chance to add bump maps too .

 Bump maps if I can ever get my hands on 3ds max (since that is the other 3d program that has the plugins for the game I mod). Maybe one day then, hehehe, but bump might not be that hard to make I hope.

 About the renders, those are just quick renders made using a program inside Milkshape3d. I have friends that can use 3ds max for fancier renderings, and you can see some of those pics in my gallery whena friend rendered the starship Destiny from "Stargate: Universe".

 Thanks for the infos and the links!

👍: 0 ⏩: 1

Kodai-Okuda In reply to Chiletrek [2014-08-13 04:02:15 +0000 UTC]

My pleasure, Chiletrek.

Now you've got me experimenting with my Saturn class and new texture techniques.

I may have something tonight or tomorrow for yet another rendering of the Saturn class.

👍: 0 ⏩: 1

Chiletrek In reply to Kodai-Okuda [2014-08-13 18:21:19 +0000 UTC]

Hello:
 And I think you have uploaded those new pics, I'll take a look soon .

👍: 0 ⏩: 1

Kodai-Okuda In reply to Chiletrek [2014-08-13 18:23:43 +0000 UTC]

Hi Chiletrek,

Yes I did both the Saturn and Juno classes and removed the watermarks so that everybody can see all the details of the textures I created in photoshop (modified from existing public domain textures).

👍: 0 ⏩: 1

Chiletrek In reply to Kodai-Okuda [2014-08-13 18:48:42 +0000 UTC]

Hello:
 I just took a look at both ships, they look great.

 What does call my attention on the Juno class is the gray section of it's main thruster, those parts are not always that easy to get right, I have had to deal with that for some models and it took me several tries to get right, hehehe   .

 I do have one pre-existing texture I use as a layer trick to add hull details to some of my models. But I do my textures from scratch, that is specially crazy when doing Battlestar textures because the ammount of details is insane .

👍: 0 ⏩: 1

Kodai-Okuda In reply to Chiletrek [2014-08-14 04:13:36 +0000 UTC]

Hi Chiletrek,

Yep, I couldn't decide what to do with the "jet-engine cone" look for that thing.
I might have to map one of them in Photoshop and build a texture, then redo all of the engine "flaps" individually as time permits.
Give it a sort of jet engine nozzle look like this:

www.aircraftresourcecenter.com…

Lightwave is similar to blender, but the learning curve is steeper in my opinion.
Lots more tools and some of them simply don't work (rounder does not work for me, period).

I also have some pre-existing textures that I use in various layers both in photoshop prior to using them in LW-Modeler and some I layer in modeler with gradients to give a greater effect.
After I'm done with this project (or the publisher changes their minds again) I will go back and try to dress up all these models as time permits.

Battlestar galactica is pretty tough, as are some of the Star Wars ships (like the Star Destroyers).
Haven't tried any of those yet, but I'm sure I will at some point.

👍: 0 ⏩: 1

Chiletrek In reply to Kodai-Okuda [2014-08-14 21:48:06 +0000 UTC]

Hello:
 The mapping looks quite good. If you want to build separate flaps then remember those might raise poly-count, but I don't think that will be a problem for you .

 Blender is a program I may try eventually, but is hard because my time will run very short quickly and to learn yet another 3d program would be difficult.

 Another ship that was quite a challenge to build was Destiny, from Stargate: Universe. Because it has tons of surface details. I've managed to make a lot as texture details but there were still a while bunch of details that needed to be done as polygons. But I love the ship and their shuttles .

👍: 0 ⏩: 1

Kodai-Okuda In reply to Chiletrek [2014-08-15 17:41:09 +0000 UTC]

Hi Chiletrek,

Thank you.
I am experimenting with mapping individual parts of the model instead of the entire model at once.
This is proving to be more effective in bringing out important details and keeping the poly-count relatively low.
I may just UV map the engine cone by itself as once piece and then apply the detail images as a "multiply" or "screen" layer to the color I've chosen.
That should give me the effect I want in specularity (I like to "ghost" my metallic details onto the surface of the polygon).

Blender is fun to learn on and get started.
It does have limitations, but then again, so do the really expensive programs like Zbrush and Lightwave.
I like Blender for simple jobs.
I need to get back to working in Zbrush.  I will eventually do all of my combat armor, weapons, and smaller (more detailed) items for my novel in Zbrush since I like the smooth "clay" look of zbrush over the mechanical look of Lightwave.
Ultimately though, I'll probably end up using Maya or 3DMax like many other artists do.
It has the best interface from what I'm told.
I just don't want to use it until I use the hardest programs to learn first (Zbrush and Lightwave).

I imagine the Destiny from Stargate would be quite a challenge.
However, a detailed medium to high poly version of any Zentraedi ship would be a bit difficult with all the antennae and surface features that come off the hulls.

👍: 0 ⏩: 1

Chiletrek In reply to Kodai-Okuda [2014-08-15 20:53:53 +0000 UTC]

Hello:
 Yes, that is what I also do, I always map separate parts of a model, and never the full model at once, for the same reasons you have stated, that way you can take greater advantage of a texture and doa much bigger ammount of details .

 For now I'll stay with Milkshape3d since I already know how to work with that program and it has all the plugins I need. I may eventually try other programs, but the priority would be 3ds Max, so I can give animations to some of my models (and not having to ask some friends to do that for me).

 The Ancient Ship Destiny was hard to get right, but it was very worthy . I think that is why some guy stole it from the Stargate Invasion mod and was selling it in Shapeways. But don't worry because I solved that problem.

 The Zentraedi ships were not that hard to make, but I guess it was only because I already made them as low-poly . If you want to make them, you can visit pages like macross2.net and "Sketchey's Stats", but still those references were drawn and some might not be easy to figure (the New Macross battlecarrier from UN Spacy was a nightmare.

👍: 0 ⏩: 0

Kulstor [2014-08-12 07:09:42 +0000 UTC]

Nice renders, very well done.

👍: 0 ⏩: 1

Chiletrek In reply to Kulstor [2014-08-12 19:33:24 +0000 UTC]

Hello:
 And thank you very much! .

👍: 0 ⏩: 0

draconic13 [2014-08-12 07:08:28 +0000 UTC]

SPACE PYRAMID!!

👍: 0 ⏩: 1

Chiletrek In reply to draconic13 [2014-08-12 19:33:09 +0000 UTC]

Hello:
 And yeah! because pyramids are awesome .

 But the ships on New Macross Emigrant ships have different designs depending on a role, that sure makes for a less boring-looking fleet I pressume .

👍: 0 ⏩: 1

draconic13 In reply to Chiletrek [2014-08-12 19:51:59 +0000 UTC]

I bet their warships look like sphinxes XD

👍: 0 ⏩: 1

Chiletrek In reply to draconic13 [2014-08-12 20:00:38 +0000 UTC]

Well, they are not the Goa'uld, so no sphinxes, hehehe.

I have not made renders of all of their military ships, but you can check them in the folder in my gallery:
chiletrek.deviantart.com/galle…

👍: 0 ⏩: 1

draconic13 In reply to Chiletrek [2014-08-12 20:13:13 +0000 UTC]

nice robots!

👍: 0 ⏩: 1

Chiletrek In reply to draconic13 [2014-08-12 20:13:53 +0000 UTC]

Hello:
 And thank you very much! .

👍: 0 ⏩: 0