Tamas Gyerman runs through the processes behind the creation of his
space-ship model: Vulture
The image is based on the Starcraft I - II 's Vulture design, powered by details from of my imagination. The game has always had a top -view player camera, so we always have hidden areas that aren't in view.
I tried to imagine how the vulture looked like under its shelter plates. I looked for some of references of old and dirty - but still functional – vehicles, and the types of equipment it might hold.
Step 1 Concept
The main idea was to create a desert scene with the Vulture vehicle. There were many options in my head, for example:
• A dead one , with damaged surfaces, holes, cracked parts and cables, with parts under the sand.
• A rundown one that still functional, with nothing in the horizon but an oncoming storm. It will have atmospheric rain and some fresh water leaking onto the dry plate surface.
• A simple finished one, with a different light setup.
In the end, I chose a midday phase, when the temperature is at its highest. This allowed me to use a hard, bright light source, without to losing too many details on the model.
I also try to imagine how the Vulture parts work - they each have a specific function. See the image below for more details.
Some of the various equipment elements to consider
Step 2 Build it up
All parts of the model were modeled using the polygon-modeling technique. There was no sculpting.
I looked for references for the geometry of the iron /steel parts, but all of them are fictional. If we want to create a realistic machine though, we have to keep the geometry similar to objects we've seen in real life. When I created the meshes, I followed the industrial quad-polygon system to create a wire mesh, because it would help me later on in the UV parts , aside from that though, quad wire looks better, clearer and shaders are working better on these surfaces.
I used traditional tools for modeling, such as Extrude, Inner Extrude, Bevel, and the phenomenal Knife tool in Cinema4D. There are static and subdivision models in the final mesh too. This means that all the models have a fixed polygon limit and shape, and there are lower polygon models that we need to modify with Subdivisions for a smoother, better shape.
The subdivision models are looking a bit different because they have control loops at the edges. These help protect the hard corners or detailed lines against the smoothing process.
The wire mesh models created using the polygon modeling technique