Re: Ship sketches
Posted: Thu Aug 08, 2013 8:44 pm
HuskySixDirty:
Sador is a fighter for sure. The combat one needs quite a bit of iteration to become anything usable. But I might experimtent a bit with a space tank idea there.
I didn't had any input on the engines of the Venturestar, I've just drawed that two ship retrospectively, to get a feel for the style of them. I don't really see too much problem it's external engines vs the Deneb's internal ones. I think it's plausible, since I interpret the Venturstar as a less elegant, more rugged ship relative to it. And engine style might depend on the role or quality of the ship too. Like the Pumpkinseed has very prominet bell nozzles, but the Mola's bells are recessed in the hull. And that SolFed? Fighter has a similar recessed but bell shaped engine setup, but it's intended as another shipyards ship, not really related to Kaluri.
The main aim for these sketches now is to explore some styles, and a way to thread the yards together in a beliveable universe. Engine and cockpit style are basic points for a shipyard, but there should be other common things, like similar form types and layouts too, or typical details and such.
Curved, somewhat flowing shapes with occasional abrupt breaks, bell shaped nozzles, recessed cockpits and windows, wheeled landing gear and flapped heat-sinks for Kaluri for example. And also typically, engines placed on nacelles, retro engines are recessed most of the time, but not the main engines. Nacelles back side has that edge too, kind of like both ends on that SolFed one.Redundant, recessed maneuvering thrusters.
My aim is to find these kimd of common things for each shipyard.
And I certainly want more then 3 shipyards, as I imagine them as individual entites, who are related to a certain faction, but not owned by them. They would fullfil governmental orders though, like present day aircraft manufacturers. Except maybe for haber corp, if that's planned to be ingame. That would be an over- and micromanaged shipyard with ships along the line of the saying, camel is a horse planned by a comittee. And they would look ugly in a strange way. It will be hard to plan ugly but believable ships intentionally :D
More shipyards provide more contribution possibilities for the artists, and a general style guide could pave the way for more shipyards that are coherent with the general style in the future for those who don't want to model after somebody else's comcept art, but want to come up with own ideas.
Weathered texture adds to the believability of the ship for sure. It would be even better if it could be dynamic somehow, so if you buy a new ship, it's nice and shiny, but it gets weathered with use.
Tichy: a military that does it's job at the background, and you witness some of it's operations is the main idea. Like when you travel somewhere, and see some aircrafts flying by, or get a glimpse of a military base behind the concrete fence. But as I live in a landlocked country, I don't know how common are encounters with navy vessels in a civilian port for example, so I'm not sure, how common and elanorate military craft design should be. (Using the maritime analogue mainly due it's scale and more free movement)
As for sports, apart from obstacle courses, an orbital maneuvering race is what comes to my mind, a bit like in the way of a sailing race. You win by dexterity and intelligence, not by brute force. There was an intersting short story about a solar sailing race, I believe it was writen by Arthur C. Clarke, but I'm not sure.
I haven't reac Lila, but I'm interested for sure. The vast nature of the game could easily provide a setting for narratives like you read in the Zen... I was already thinking about making a comics in the Pioneer universe, but that has to wait for quite a while, after we nail down the art style. And come up with an interesting story first, so don't take it as a promise :).
Heh, another long post of mine, hope it's not boring :D
Sador is a fighter for sure. The combat one needs quite a bit of iteration to become anything usable. But I might experimtent a bit with a space tank idea there.
I didn't had any input on the engines of the Venturestar, I've just drawed that two ship retrospectively, to get a feel for the style of them. I don't really see too much problem it's external engines vs the Deneb's internal ones. I think it's plausible, since I interpret the Venturstar as a less elegant, more rugged ship relative to it. And engine style might depend on the role or quality of the ship too. Like the Pumpkinseed has very prominet bell nozzles, but the Mola's bells are recessed in the hull. And that SolFed? Fighter has a similar recessed but bell shaped engine setup, but it's intended as another shipyards ship, not really related to Kaluri.
The main aim for these sketches now is to explore some styles, and a way to thread the yards together in a beliveable universe. Engine and cockpit style are basic points for a shipyard, but there should be other common things, like similar form types and layouts too, or typical details and such.
Curved, somewhat flowing shapes with occasional abrupt breaks, bell shaped nozzles, recessed cockpits and windows, wheeled landing gear and flapped heat-sinks for Kaluri for example. And also typically, engines placed on nacelles, retro engines are recessed most of the time, but not the main engines. Nacelles back side has that edge too, kind of like both ends on that SolFed one.Redundant, recessed maneuvering thrusters.
My aim is to find these kimd of common things for each shipyard.
And I certainly want more then 3 shipyards, as I imagine them as individual entites, who are related to a certain faction, but not owned by them. They would fullfil governmental orders though, like present day aircraft manufacturers. Except maybe for haber corp, if that's planned to be ingame. That would be an over- and micromanaged shipyard with ships along the line of the saying, camel is a horse planned by a comittee. And they would look ugly in a strange way. It will be hard to plan ugly but believable ships intentionally :D
More shipyards provide more contribution possibilities for the artists, and a general style guide could pave the way for more shipyards that are coherent with the general style in the future for those who don't want to model after somebody else's comcept art, but want to come up with own ideas.
Weathered texture adds to the believability of the ship for sure. It would be even better if it could be dynamic somehow, so if you buy a new ship, it's nice and shiny, but it gets weathered with use.
Tichy: a military that does it's job at the background, and you witness some of it's operations is the main idea. Like when you travel somewhere, and see some aircrafts flying by, or get a glimpse of a military base behind the concrete fence. But as I live in a landlocked country, I don't know how common are encounters with navy vessels in a civilian port for example, so I'm not sure, how common and elanorate military craft design should be. (Using the maritime analogue mainly due it's scale and more free movement)
As for sports, apart from obstacle courses, an orbital maneuvering race is what comes to my mind, a bit like in the way of a sailing race. You win by dexterity and intelligence, not by brute force. There was an intersting short story about a solar sailing race, I believe it was writen by Arthur C. Clarke, but I'm not sure.
I haven't reac Lila, but I'm interested for sure. The vast nature of the game could easily provide a setting for narratives like you read in the Zen... I was already thinking about making a comics in the Pioneer universe, but that has to wait for quite a while, after we nail down the art style. And come up with an interesting story first, so don't take it as a promise :).
Heh, another long post of mine, hope it's not boring :D