3rd Party Models/Media Chat / Belidos' Starship Interiors WIP.

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Belidos
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Posted: 13th Sep 2016 22:37 Edited at: 13th Sep 2016 22:40
Here's a sneak peak of my latest project for the store.

A set of Starship Interiors... The first set will be a set of interiors for a luxury space liner.. tour the galaxy in style.




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OldFlak
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Posted: 13th Sep 2016 23:11
Nice one Belidos, where can I buy tickets

Been working on something like that on and off for a while myself - just love sci-fi !

Reliquia....
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Posted: 13th Sep 2016 23:32
Nice! I can see where you got the influence
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Belidos
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Posted: 14th Sep 2016 08:49
Quote: "Nice! I can see where you got the influence
"


Yup, these were originally going to be a set of star trek models for a personal project, but i decided i would make some changes and make them more generic, and put them on the store.

Obviously at the moment these are just the general shapes and colours of the models, more detail will be sculpted into the models, there ill be control panels on the walls next to doors, the lights will be more defined and sunk into the ceiling (they already are but in the screenshot it's not too obvious, so i will push them in deeper), maybe break them up so they're not just long strips of light, and add a frosted glass look to them.

The rooms will also have modern sculpted furniture and fixtures, no sure if i will make these part of the model, or separate models, maybe large fixtures like beds and storage areas will be built in and some objects like tables, chars, and couches will be separate models.

I'm going to try something a little different with the texturing of these models, instead of just adding textures i'm going to use base colours then overlay the patterns of the textures on top of them, hopefully this will give me the depth and look of a texture with more control over the colours.

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TazMan
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Posted: 15th Sep 2016 11:44
Very nice models, I like the feel of the walls they look like they could be new but you have manged to use basic colours that don't look fake, I have tried to do this but ended up with dreadful looking models. How did you do this did you add Ambient Occlusion to the texture.
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Belidos
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Posted: 15th Sep 2016 12:11 Edited at: 15th Sep 2016 12:25
Bingo, you got it spot on, i coloured them in Blender, then baked the colours to a texture, i then baked an ambient occlusion texture to a separate file, then in GIMP i set the two textures as separate layers (colour on the bottom, AO on the top), then set the AO texture to 70% opacity and Multiply, then saved the combined out as .dds

I find that the inbuilt SAO in GG is a little uniform and washed out for my liking, which mans that ridges, crack, corners etc don't feel like they have enough depth. By adding AO directly to the texture and using the inbuilt SAO you get a less uniform shadow, with it being darker inside ridges, cracks, corners etc. giving it more a feel of depth.

It also has the benefit of allowing you to disable SAO to improve performance and still have a fairly decent "fake" AO.

Also another tip i learnt, when using plain colours to texture an object, try not to use pure colour, always use shades and off colour, they look a lot less fake and out of place.

For example this:

will always look more realistic than this:

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slender1200
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Posted: 18th Sep 2016 18:36
Can't wait for this to be released
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Belidos
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Posted: 11th Oct 2016 16:43 Edited at: 11th Oct 2016 16:47
I'm still working on these, i have the basic corridors, a couple of rooms, a door, and an elevator, i'm working on two larger rooms, one for the bridge, and an even larger one for a communal passenger area.

Meanwhile, here's something i did in my lunch break today, a stack-able tenement block:




The textures are only placeholders at the moment, it will come in 6 separate models (ground floor, other floors, roof, flooring, and door). Each floor will contain, four apartments, a stairwell and a lift shaft. Each apartment has a cloaking area with a toilet, a living room, a kitchen, three bedrooms of varying size, and a balcony. It's the height of council housing luxury!

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synchromesh
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Posted: 11th Oct 2016 18:11
Quote: "Meanwhile, here's something i did in my lunch break today, a stack-able tenement block:"


That's cool !!
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Belidos
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Posted: 13th Oct 2016 20:46
Some more work on the Star Ship Interiors. Started on the bridge, here it is with some temporary textures, there's a couple of parts I need to refine, and I need to add detail, but this will be the general layout.


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Pirate Myke
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Posted: 13th Oct 2016 20:50
Looking Good mesh wise. Will keep track of this thread.
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warlock12
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Posted: 13th Oct 2016 21:06
Belidos are you a trekker??? I love Star Trek! and felicitatios for ALL job... i aprecietted... Sorry my bad english, my native lenguage is teh spanish...
slender1200
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Posted: 13th Oct 2016 22:14 Edited at: 13th Oct 2016 22:14
I can't really tell from the video, is that a skybox outside? Or is it part of the texture?

(Because to be honest, I think I could also use the interiors to be underwater)
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Belidos
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Posted: 13th Oct 2016 22:37
Quote: "I can't really tell from the video, is that a skybox outside? Or is it part of the texture"


It's a texture

Quote: "trekker"


Finally someone who uses the correct word! It makes me cringe when people use the word Trekkie, Trekkie is derogatory, the real word for a Trek fan as you said is Trekker

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Belidos
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Posted: 18th Oct 2016 15:57
There's going to be a bit of a delay on this, i was having difficulty texturing them, just couldn't get the textures right, so i've decided to go back and relearn texturing in blender using the cycles renderer, having a little trouble getting my head around it, but it looks like you can get much more out of your textures with cycles.

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Belidos
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Posted: 12th Dec 2016 08:48
Complete U-turn on my plans, i decided to donate the star ship corridors to Wolf's xmas advent calendar, you can download them in that thread, enjoy!

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i3 , Intel integrated graphics, 6GB memory, 512GB Generic SATAIII Win8.1.
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Q6600, Intel integrated graphics, 8GB memory, 512GB Generic SATAII, Win7.

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