Well this is deceiving because he already has pre-made assets.However in case of SC,not so deceiving because they are doing something similar. Also this is a 2D model not a working game model of a ship with hulls and inside assets.
A real good graphic artist and there are lots of them out there could make an actual game ship in a few days but to make a really HQ looking ship full of features and assets would take a month,maybe 2 months if everything is from scratch. SC is using repeated assets to form new ships.
He is doing nice on the fly work,but he likely practiced this and maybe even looking off a picture because it sure looks like he is aiming directly in the editor for a distinct asset/object. We really don't know how much time was spent making those shapes/assets,it might have been several months.
So i feel this can really mislead someone into thinking they can just pickup this software and start making anything they want w/o pre-made assets.
Never forget 3 mile Island and never trust a government official or company spokesman.
Grimula said: Is Modeling space ships really that expansive and Time consuming ? when this guy can pump out 20 Unique space ship models Everyday if he wanted to
Hah! Only if it was that easy
However, the modeling is just one of the basic stages of what will take get a playable game vehicle within the game. It goes from the entirety of materials, the several passes it takes until all the details are fine-tuned, to the lightning and optimization, to the physics, the setup of components and ship systems (lots of simulation to do), etc...
The modeling is not the hard part of it, after you have the design and materials ofc.
But even then there are several passes to do, things like the white-boxing when it is about the basic geometry, then the grey-boxing that is when you detail a more refined 3D model... But no textures yet, that will be another pass to the model.
Well i can bang out 20+ ships in Lego too as long as i do not need to care about scale and the internals. The internals is what takes time. That and the rather crazy amount of polish in regards to detail and textures.
So while i have no doubt that this guy could make some awesome SC ships, it would take him about the same time as the rest.
Especially when you have to take said model and make it fly in their physics engine.
Here's one in-depth look at what it takes to make it from Concept to Greyboy +6:20min: Then all the fine-tuning, physics (stuff as thruster locations ends up simulated so it can't be simple template applied to all ships), animations, texturing, lighting, ship systems/interfaces (they don't have the same UI for all ships like ED), the creation of the damaged and destroyed versions of the ship, making so parts break and all that within interior and exterior... I don't think all it takes is create a model and fly it on their physics engine :P
Comments
just made me laugh watching how fast this guy can make stuff
Is Modeling space ships really that expansive and Time consuming ? when this guy can pump out 20 Unique space ship models Everyday if he wanted to
Also this is a 2D model not a working game model of a ship with hulls and inside assets.
A real good graphic artist and there are lots of them out there could make an actual game ship in a few days but to make a really HQ looking ship full of features and assets would take a month,maybe 2 months if everything is from scratch.
SC is using repeated assets to form new ships.
He is doing nice on the fly work,but he likely practiced this and maybe even looking off a picture because it sure looks like he is aiming directly in the editor for a distinct asset/object.
We really don't know how much time was spent making those shapes/assets,it might have been several months.
So i feel this can really mislead someone into thinking they can just pickup this software and start making anything they want w/o pre-made assets.
Never forget 3 mile Island and never trust a government official or company spokesman.
However, the modeling is just one of the basic stages of what will take get a playable game vehicle within the game. It goes from the entirety of materials, the several passes it takes until all the details are fine-tuned, to the lightning and optimization, to the physics, the setup of components and ship systems (lots of simulation to do), etc...
The modeling is not the hard part of it, after you have the design and materials ofc.
But even then there are several passes to do, things like the white-boxing when it is about the basic geometry, then the grey-boxing that is when you detail a more refined 3D model... But no textures yet, that will be another pass to the model.
good stuff to know thanks hahah
Frank is really good though so maybe he can do this stuff on the FLy
So while i have no doubt that this guy could make some awesome SC ships, it would take him about the same time as the rest.
This have been a good conversation
hahah you must be a Space Gazillionaire
Have fun
Then all the fine-tuning, physics (stuff as thruster locations ends up simulated so it can't be simple template applied to all ships), animations, texturing, lighting, ship systems/interfaces (they don't have the same UI for all ships like ED), the creation of the damaged and destroyed versions of the ship, making so parts break and all that within interior and exterior... I don't think all it takes is create a model and fly it on their physics engine :P