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Making Of 'Ancient Spaceship'

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(Score 4.73 out of 5 after 15 Votes)
| Comments 7
Date Added: 13th June 2012
Software used:

In the next stage of conceptual work I added some lighting and fog, trying to find the right climate. Then I drew some elements that I subsequently modeled in 3D. All these sketches constituted a rather hasty record of my ideas. I did not need any details at this stage of development; it was more of a notepad for my own reference.

When creating a new object or a scene I always perform multiple trials of drawings and renders. I have a certain keynote, a certain idea, and when I discover or create specific effects (very often differing in a form but retaining this primary thought) I feel great excitement as something that was born somewhere deep in my mind takes shape right in front of my eyes. Every time when I create something new I aim to challenge myself. I always carry out an idea, no matter how difficult it is to do and how much more time I have to spend looking for solutions. I try not to go for shortcuts or compromises when it comes to graphics. I continue to look for an answer to the problem until I reach a satisfactory result.


After achieving the appropriate base forms of objects, I proceeded to the detailed modeling. I modeled individual pieces, alternately paying attention to the proper distribution of details on all the objects. Where necessary, I added new ones or removed them if there were too many at some sections.

The main body of the ship comprises several layers. My intention was to obtain a giant, heavy object, which at the same time would have many layers and levels within itself.

The ruins at the foot of the main object were created as several elements, which were modeled and textured in ZBrush. Then I simplified them using decimation and set them around the base of the ship in various configurations to create damaged buildings. I also adjusted individual buildings to fit the uneven surface of the area.

Next I added a lot of tiny objects such as railings, scaffolding supporting the ship, connectors and cables. These were all 3D objects drawn using Shadowbox in ZBrush. After that, I simplified them so they contained as few polygons and were as optimal as possible. A lot of them were objects that contain polygons just in the front, but just to be sure I used the bilateral rendering for them. At the top of the main body of the rocket I used the same effect in rendering.

The development phases of the models are shown in Fig.03 - 06.



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Readers Comments (Newest on Top)
Graphicanjelo on Fri, 21 June 2013 1:42pm
Great work no doubt but I agree with Adam, this should be step by step.
Adam Hall on Thu, 04 April 2013 12:42pm
This is not a tutorial, i don't know how people is considering as a tutorial,it can be termed as "Making of" would be the best. Your work is good mate but didn't give your all , you missed the modeling part, it can be understood that it could have been multipaged, but still waiting for a video tutorial.
Photoshop on Fri, 10 August 2012 7:13am
excellent piece of information, I had come to know about your website from my friend kishore, pune,i have read atleast 8 posts of yours by now, and let me tell you, your site gives the best and the most interesting information. This is just the kind of information that i had been looking for, i'm already your rss reader now and i would regularly watch out for the new posts, once again hats off to you! Thanx a lot once again, Regards
Online Driving Test on Wed, 20 June 2012 2:58pm
This is very nice, I will try to do the same in home today with your first images because I am not good in drawing. Thanks & Regards Jo
Abrahm Aregay on Mon, 18 June 2012 10:37am
it is enters ting idea so i need your help to learn about this animation technology
Sebastien Czaja on Wed, 13 June 2012 8:46pm
Zbrush is great to make illustration without another soft. Beautiful work!!!I like your syle !!!
Demian on Wed, 13 June 2012 4:21pm
Thank you for this inspiring tutorial. I like your work and showed me a different way for 3D design.
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