Conceptualising models

Before starting, I had this idea for my graduate project. So I used the time of learning Blender to create some spaceships for a top-down shooter.
I tried to come up with different models. I just sat down and started to freely model but it didn't work. I tried to come up with some cool 2D ships. Both with pen & paper and on my Wacom tablet, visualising different kinds of ships was always difficult. So I started thinking. It seemed that when playing a fast paced top-down shooter, it's better to have ships with radically different shapes in order to make them more easily recognised.


I made very simple 2D silhouettes of the top down views. Changing the shape of a silhouettes was really easy. Just by dragging some vertices, I could modify the shapes until they looked nice. The really nice part about looking at a silhouette is that the brain starts imagining what isn't there and fill in the gaps. So even though it's just a silhouette, you imagine what it really looks like, how the ship manoeuvers, what kind of weapons it has and even what the alien species might be piloting it.


Having an outlining of a ship also made it very easy for 3D conversion. I made a low polygon base so that I could be easily subdivided to my chosen quality.


A little test of how the model looked after subdividing.


As it was so easy to create silhouettes, I created lots of ships. I'm only showing a few of the ones I did.







Even though this did not look like a spaceship I thought it was a very interesting silhouette to make. I thought I might make it to some kind of hovering vehicle.


I wanted to have an upgradeable ship for a more story driven exploration game. New parts, bigger, more effective.




I tried my silhouette technique on weapon pipes. It worked even better as the outlining of a pipe is very easy to convert into a 3D object.

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