For the first time in a long time I have given some love to my own universe.
The goal for this model was to push my abilities in design, skill, and patience. The mentality was to use the techniques I have learned building low poly ships as highly efficient game models in a high poly model. The result: little to no geometry clipping, and severe polygon economy (all things considered) in the highest detail model I have built to date.
Aside from a test of skill, this model also marks the first of a new genoration in the Bloodstained Star's concept development. I had come to the conclusion that several design elements on the older concepts simply did not fit the feel and role I wanted the ships to have. This iteration however matches rather closely to what my minds eye had come up with years ago and been unable to produce untill now.
This is for all intensive purposes the final geometry. minute changes may be made, along with LOD's for the turrets and eventually texture mapping!
Lastly I seem to have developed an affinity for posting images with alpha channels, so if it looks a bit wonk zoomed out, then be sure to fullview
Great detail, Cool shape, and suspected more than 500k polygon, all part use seem had given meshmooth modifier. Man! For the first time in DA history I will said this: I'm in love deeply with this ship!!!!!!
its not impossible, just very time consuming. heavy use of the camfer, target weld and edge/vert connect tools. its a very efficient way to model so its easier on your system than alot of other methods.
Oh well, Still love the ship.
glad you like her!