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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.

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