Some footage from an earlier version of Last Age: Guard Force Commander. This one contains some elements from my Star Trek: Stargazer mod. This version of the game was fairly advanced, but the coding was in UnityScript rather than C#, was very inefficiently implemented and it had a tendency to get bogged down under heavy loads.
I’ve decided to start chronicling the development of my Unity-based Last Age game, so here’s a test clip I threw together to showcase some new code I’ve been working to implement.
A stress-test of my Unity3D-based game project, Last Age: Guard Force Commander. This particular scene uses my own Constitution class and Saladin class models (Made in Blender3D), based on the New Paradigm Studios blueprints and the Saladin blueprints by L. Allen Everhart, Jr. found at http://www.cygnus-x1.net. This is a test of some of the following C# scripts I’ve written, including:
My very first Enterprise! It occurred to me last night that, in all these years of 3D modeling, I’ve never tried to make an Enterprise of any kind. I’ve made Federation starships, mind you, and heavy cruisers at that, but I’ve never just pulled up a set of blueprints and tried modeling the one that started it all. So here she is! Not perfect, and I took off the texture/bump (looks great from the top, but needs to be mapped from all angles), but it’s a WIP and I’m happy with it so far. Modeled in Blender3D using the New Paradigm Studios blueprints located here. For the texture map, I used the color orthos available here.
A few captures:
And a couple of animations:
Here is something from awhile back– my first 3D-printed model… This, like many of my other models, this ship started with a dorsal concept drawing. I then painted the texture in Photoshop, modeled and rendered in Blender and sent a refined version off to Shapeways to have it printed. I was largely ignorant of the requirements for 3D-printing, so this model was not smoothed and lacked even the limited amount of detail I could have created with a displacement map.
Digital texture paint:
A few Renders:
Some images of the 3D printed version:
A short flyby clip:
Did a bit more quick modeling today. I’m probably going to add more detail and do an animation, but this is what I’ve got for now…
A short animation:
The Skybox I used– I’m telling you guys, try out Space Engine. It’s not complete, but it is an extremely useful tool for space artists:
Update: I recently uploaded the model to Sketchfab, so here’s a 3D version for your viewing pleasure:
A ship I’ve been slowly-but-surely perfecting this week. Based on one of the drawings in my last entry, I followed a similar process to the Zynecherian corvette I posted here. I scanned an original drawing, painted it in Procreate and Photoshop, created some of the decals and greebles in Autodesk Graphic, and did all the modeling, materials, animation and rendering in Blender. I’m still zeroing in on the perfect metallic/painted substance for the hull, but I feel like it has a decent level of realism. I actually may use this model for a more complex animation, such as a dogfight or a crash. Not sure what race this vessel belongs to, maybe Donshunan?
Anyway, here is the original concept (drawn by hand and painted in Procreate):
…and the decals (drawn in Autodesk Graphic):
The skyboxes (the first was rendered in Space Engine and turned into a panorama in Blender, and the second was created in Blender using noise and volumetrics):
Finally, here are some animations I rendered in Blender: