Amiga Computing - Commodore Is Awesome
Amiga Computing - Commodore Is Awesome
Amiga Computing - Commodore Is Awesome
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122<br />
Paul Austin bad<br />
goes where<br />
everyone goes<br />
eventually<br />
4011111110<br />
never happen to you, but the truth is, just<br />
y ou about can everybody try and light who's it, you ever con bought say a it 3D will<br />
tab pockoge has a bosh at a space ship. Over<br />
the next few issues I'll be taking you through the<br />
whole process from concept and initial design right<br />
through to surfacing and scene construction.<br />
However, before we embark on this epic journey it's<br />
wel worth running through the ground rules of translating<br />
on all too familiar format into a believable<br />
scene.<br />
The first step on the road is put the mouse aside<br />
and pick up pencil and paper. The first mistake<br />
every new intergalactic newbie makes is to rush<br />
headlong into Modeller and instantly start slopping<br />
shapes together.<br />
Before you do any designing take a moment or<br />
two to think about exactly what you're trying to<br />
achieve. <strong>Is</strong> the ship big or small? What kind of<br />
manoeuvres and interaction will your creation be<br />
expected to achieve? <strong>Is</strong> it a bad guy or a good guy?<br />
These ore just a few of the basic questions you<br />
should ask before you even start thinking about the<br />
overal look of your masterpiece. To help you answer<br />
them, here are a few basic sci-fi, but more importantly<br />
psychological, cornerstones of believable space<br />
craft.<br />
DESIGN SIZE<br />
The first question is one of scale. Are you designing<br />
a huge freighter or just a smal fighter? If you're opting<br />
for a fighter you'll require on obvious cockpit<br />
area to help clarify scale. More importantly, you'll<br />
need large control surfaces or wing sections to<br />
enhance the feeling of high manoeuvrability. fighter<br />
planes have large swept bock wings, therefore viewers<br />
expect the same high speed look and feel from a<br />
space croft The fact that a space craft needs<br />
thrusters rather than wings has nothing to do with it.<br />
A house brick would be just as manoeuvrable as the<br />
sleekest body shape in deep space, but that's not the<br />
issue - it's all about perception.<br />
The most important thing about a ship's shape is<br />
POSSIBILITIES AND PRACTICALITIES<br />
Assuming you've decided on the nature of your<br />
beast, the next step is to think long and hard<br />
about practicalities. Will your ship need to dock<br />
with others or maybe land on an alien planet? It's<br />
absolutely vital that you run through all the possibilities<br />
in advance. The one thing you don't want<br />
to do is compromise the story telling because your<br />
creation doesn't allow for it.<br />
Another all important consideration for most<br />
people is polygon count. During the conceptual bit<br />
it's all too easy to run amuck designing massively<br />
AMIGA COMPUTING<br />
Paper to<br />
polygons<br />
A cla ssic e xa rnpOe of orga nics a nd the look a nd fe e l of a pre da tor<br />
courte sy of the king of 3 0 spa ce , our ve ry own R on Thornton<br />
its psychological affect. Remember, you're not just a<br />
designing, you're actually delivering a visual<br />
narrative. If it looks mean, it is mean._<br />
Next up comes the good guy/bad guy question. If<br />
your ship is a bad guy it's gal to look the part.<br />
Again, this is simply a matter of psychology.<br />
Basicaly, there are two main styling techniques for<br />
both large and small scale design. For<br />
Freighters/spoce cruisers the general rule of thumb is<br />
that bad guys have a very angular look with sharp<br />
aggressive protrusions and a generally more alien<br />
appearance. Good guys, on the other hand, are generaly<br />
more rounded and have a slightly softer, more<br />
organic look When it comes to fighters the<br />
complete ships that taut: rendering problems further<br />
down the line. What if you need ten ships on<br />
screen simuitaneously, what if you need to show<br />
the ship hurtling over a complex 30 landscape,<br />
will your machine take the strain? And if not, what<br />
can you afford to sacrifice in the original design?<br />
Next month we'll run through the process of<br />
converting your creation from paper into a basic<br />
3D design. In the subsequent issue we'll cover the<br />
importance of detail and how best to fake it with<br />
the aid of textures. •<br />
•<br />
differences are usualy more subtle, but having said<br />
that they tend to be more stringently applied.<br />
Basicaly, good guys tend to be more don like with<br />
large control surfaces and smooth sexy lines_ In<br />
short, the kind of ship every sell respecting sci.li fan<br />
would kill to take for a test drive. Bad guys, on the<br />
other hand, tend to opt for a much more predatorial<br />
look with undertones of either insects or birds of<br />
prey.<br />
Again, this plays on inherent fears in the human<br />
psyche. Creepy crowlies, huge vicious flying creo,<br />
tures with fangs and talons. Perhaps the best example<br />
of this is the innumerable number of bad guys flying<br />
about in ships with down swept, hawk-like<br />
wings.<br />
As mentioned earlier, these are simply rules of<br />
thumb. Essentially, it's a case of knight in shining<br />
armour fights dragon - the only thing you want to<br />
avoid is obvious repetition_ The acknowledged king<br />
of 3D space simulation, Ron Thornton, bases the<br />
majority of his designs on food - which given Ron's<br />
real world proportions isn't entirely surprising<br />
However, even if you examine Ron's masterful<br />
designs, these bosic themes still hold true. His bad<br />
dies, although generaly organic regardless of scole.<br />
all shore an inherent predatorial look, often displaying<br />
shark-like fins, squid-like tendrils, or perhaps spider-esque<br />
construction. Again, all phobia-inducing<br />
premonitions which you certainly wouldn't want to<br />
discover swimming about in your bathtub.