I think what I've learned from most of the star citizen ships is that well placed decals, and LOADS of them, really make or break the look of hard surface models
I want a universe where artificial gravity isn't a thing. The design of everything space-based will be very different ... It' puzzling to me, that nobody seem to explore that.
It’s understandable that live-action film uses artificial gravity or assumes constant acceleration or very-large spin habitats, or even…(sigh)… magnetic boots, but in animation and video games I wanna see zero-g, I wanna see hamster cages where you can see the curvature, I wanna see the folks in the Moon base bouncing around in low gravity. Expanse, at least, did it right with their tail-sitter ships. I would really like to see a space game engine with a variable gravity fps experience. And not just jetpacks in zero-g, but a grip-and-inertia system for getting around without gravity.
id argue that being at minimum a type 1 civ (typically able to master their environments like terraforming with a low failure rate , have achieved multisolar existences etc. have also mastered most laws of physics.) artificial gravity is a given. in SC we got "quantum drives" in my games i like the convenience of not hopping around inside a building on the moon. outside absolutely let me hoppy hop
@@TheTattorack in the books wayyyy late in the series the ex martian contingent that went through the ring captured alien tech and were able to grow ships with artificial gravity also the ring core had artificial gravity if I'm not mistaken (I very well could be it's been a long time since I've watched or read the series)
Well, the new RSI Zeus is touted as setting new standards. The most intriguing design to me though is the Gatac Syulen, that ship is a trip in every possible way.
@@Markom3D i really wish that i would've downloaded all the weapon blueprints before it stopped working. i really hope that it gets fixed, thanks for the reply.
EXPOSED!! MY GOD THERE COULD BE CHILDREN WATCHING!!!! Unbelievable. lmfao Jokes aside though style trim sheets is an interesting idea. Personally I would go about it by making a fake pamflet for the ship. Kind of like how car dealerships used to do. This would require me to focus on the different bullet points of each style required and developing them. Which falls into graphic artist territory and I hate being there. lol
I think what I've learned from most of the star citizen ships is that well placed decals, and LOADS of them, really make or break the look of hard surface models
yeah,, completely agree with this
I want a universe where artificial gravity isn't a thing.
The design of everything space-based will be very different ... It' puzzling to me, that nobody seem to explore that.
It’s understandable that live-action film uses artificial gravity or assumes constant acceleration or very-large spin habitats, or even…(sigh)… magnetic boots, but in animation and video games I wanna see zero-g, I wanna see hamster cages where you can see the curvature, I wanna see the folks in the Moon base bouncing around in low gravity. Expanse, at least, did it right with their tail-sitter ships. I would really like to see a space game engine with a variable gravity fps experience. And not just jetpacks in zero-g, but a grip-and-inertia system for getting around without gravity.
id argue that being at minimum a type 1 civ (typically able to master their environments like terraforming with a low failure rate , have achieved multisolar existences etc. have also mastered most laws of physics.) artificial gravity is a given. in SC we got "quantum drives" in my games i like the convenience of not hopping around inside a building on the moon. outside absolutely let me hoppy hop
you ever heard of the expanse? right up your alley if you haven't seen it already.. :)
Literally The Expanse.
@@TheTattorack in the books wayyyy late in the series the ex martian contingent that went through the ring captured alien tech and were able to grow ships with artificial gravity also the ring core had artificial gravity if I'm not mistaken (I very well could be it's been a long time since I've watched or read the series)
Hi Mark, how can we our selfs inspect hese models for learning purposes? Any tips where to look?
where did you download the model?? i'd love to have a look over this too.
It’s a tool called starfab, currently not working with the latest version of Star citizen
Well, the new RSI Zeus is touted as setting new standards.
The most intriguing design to me though is the Gatac Syulen, that ship is a trip in every possible way.
is your starfab still working? ever since 3.24 i cant use star fab it wont load.
nope, not working, I had a few models already downloaded so I had to go with that
@@Markom3D i really wish that i would've downloaded all the weapon blueprints before it stopped working. i really hope that it gets fixed, thanks for the reply.
EXPOSED!! MY GOD THERE COULD BE CHILDREN WATCHING!!!! Unbelievable. lmfao
Jokes aside though style trim sheets is an interesting idea. Personally I would go about it by making a fake pamflet for the ship. Kind of like how car dealerships used to do. This would require me to focus on the different bullet points of each style required and developing them. Which falls into graphic artist territory and I hate being there. lol
that is really clever. I might give that one a shot
The MISC ships, like, I think, the Freelancer, look like a DC-3. Real mid-20th-century aviation look.
Simplicity at its best.
Yeah!
yeah indeed
Nice breakdown. I'd like to see you take a look at the Cutlass Black
Hi, I was wondering, where do you get those 3d models?
It’s a tool called starfab, currently not working with the latest version of Star citizen
Ok cheers, I will give it a try!
Don't buy the Argon Mole. Get the ARGO Mole instead.
lol, I dont know if you remeber the X series games, thats why I keep saying Argon
12 years ago,... that's a hallway that stands the test of time!
I know right lol. It is still a great tutorial.