Search and rescue hovercraft (concept for future rescue craft that would replace helicopter)
Design key features:
First week: concept, highpoly and if time lowpoly
Second week: lowpoly,texturing
third week: scene build in ue4
Scene:
flying inside a ravine
edit on July 4th: ps. following is after i've done few evenings work and realised few things that above might be too vague.
So as design briefs go, above really, one of the worst you could get as a artist, granted I have reference pics gathered awell, and the fact that i had and idea in my head. what i actually failed to do is write it up as a more describing manner.
So what i should have also added: Combine whale like appearance with angular surfaces, with tail like scorpion.
Still vague, though it would tell more on someone else bit more on what i'm seeing in my head.
I'll add ref pics and mood boards bit later, once i find similar that are public domain than the ones i got now.
So first concepting pass. trying to get the big shapes down and feel of this thing.
louhikarme I like those huge propellor/hover thingies, and the organic flow/curve of the body. Very pleasing. This has potential!
louhikarme Looks cool, reminds me of this CGCookie course by Jonathan Williamson, back in the days:
louhikarme Reminds me of a whale. Looks very cool! Is that a camera of sorts on the nose?
spikeyxxx ah yes, might coming from subconcious, though the ref pics i searched all have similar features
@drgnclw yeah, its going to be optics of some sort. :) just a placeholder still to get the mass of things.
louhikarme Just curious, which game engine do you use? (for your personal projects) , and why do you prefer that engine?
ssmurfmier1985 currently ue4. main reason is that the last project (descent underground) is/was in ue4, and i'm most familiar with.
however, i've used unity in the past. didn't get much done other than effects, since c# isn't something i like writing. i like the visual aspect of ue4 blueprinting.
That said, the more i now have experience with ue4 blueprinting, going back to c# propably isnt going to be that much of a hurdle. its a tool like anything else. i've gotten more scripting experience at dayjob with powershell past year, so atleast some good things comes from there aswell. :)
i think both engines work fine, if i were to get a job at a studio using unity, i'd say it would most take 3 months to get familiar with it again, and then its just chuggin along.
sorry for non answer. :D
louhikarme Well, using what you’re most familiar with for now is a good answer 😉
I’ll be trying out both before diving deep into the nitty gritty of one. So my car I will do with Unity, and my next project I will do with UE4, see what I like best. Though it seems like UE4 does more right out the box (and is more visual in its use which I usually prefer) and Unity so far seems a bit fiddly, but I don’t want to make a choice without giving both a fair chance..
Your answer does help, it confirms that I should try them both out before deciding 😊 thanks!
ssmurfmier1985 no problem. and main thing is, asset creation for both is pretty much same. though i think unity has better support for blender currently. for ue4 using fbx:s are bit pain when they have bones.
louhikarme good thing I am not a character artist ;) but I’ll keep that in mind for rigged props and will try that out before deciding!
ssmurfmier1985 heh, cant remember how many days i spent on figuring out for vehicle rigs to work in the project correctly with ue4.
i prolly should write up few things on the proces when bouncing assets between ue4 and blender, and especially if the asset has been made in someother software first.
louhikarme I would be interested in reading your hitchhikers guide to fbx in unreal :)
Second concept pass, still blocking out big shapes, basically looking at the silhoutte more than anything else. and keeping in mind the functionality of it, its a rescue helicopter, it can be bulky, really have to keep tell myself to keep it still on the big shapes and not start model actual parts just yet.
Keeping it pretty loose, modular and rough. and also in way if i tomorrow look at this, and think, "nope that crap is not gonna fly" and then change things.
Still blockin out things and not going to detail just yet. some of the shapes i wasnt too happy about, so spend time trying different things and atleast its better than what i started with. the top part still needs love alot. also at this stage getting more of the angular stuff shown aswell to bring out characteristics.
@theluthier thanks. going bit more on the blockout, urge to go detailing is big, but i know from past experience that if the big shapes don'¨t work. then the small ones wont fixt those.