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June 13, 2012
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Solar Sailer by InvertedVantage Solar Sailer by InvertedVantage
I made this for a Luxology contest! :) This is a Venusian General-Purpose Vessel, used for a variety of tasks, from gas hauling to research. Hardy and found everywhere, they are some of the first ships created for very long duration space travel.

Total polycount is 5,724 polies. Tools used: Luxology Modo 601, Photoshop, ndo2 trial version. There's a seam down the middle of the ship on the bottom right image, I have no idea what's causing it, and it only shows up at render time.
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:iconaugos:
Augos Featured By Owner Jun 14, 2012  Student General Artist
wow this is awesome!
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:iconinvertedvantage:
InvertedVantage Featured By Owner Jun 14, 2012
Thank you! :)
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:iconalxfx:
AlxFX Featured By Owner Jun 13, 2012  Professional Digital Artist
also ever had a chance to scrw around with the occlusion system?
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:iconinvertedvantage:
InvertedVantage Featured By Owner Jun 13, 2012
I tried, but the way I laid out the UVs for this model, I mirrored all the UVs and for some reason that freaked out the occlusion map when I tried it.

I found this tut though! :)
[link]
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:iconalxfx:
AlxFX Featured By Owner Jun 13, 2012  Professional Digital Artist
huh? you mean baked occlusion? if you render inide modo there is no need to bake it and as such it should function anyway as its not related to the UV..
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:iconinvertedvantage:
InvertedVantage Featured By Owner Jun 15, 2012
When I try to render occlusion I get strange banding in random areas of the ship, I think it has to do with the normal map mirroring I did?
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:iconalxfx:
AlxFX Featured By Owner Jun 23, 2012  Professional Digital Artist
weird... seeing as the amboc should function regardles of UV's..

for clarification im refering to using the occlusion shaders to simulate wethering effects dirt/grime etc..
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:iconinvertedvantage:
InvertedVantage Featured By Owner Jun 24, 2012
I don't know *shrugs* :\
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:iconalxfx:
AlxFX Featured By Owner Jun 13, 2012  Professional Digital Artist
try 55% spec 25% spec fresnel 5%reflection 10% reflect fresnel and check the blurry reflections box and you should have something.
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:iconinvertedvantage:
InvertedVantage Featured By Owner Jun 13, 2012
Thanks, that helped! Though I nixed the reflections as they drove up render time quite a bit. :\
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