Yay! Actual energy weapons! I've gotten a little tired of a lot of sci-fi settings, regardless of the level of the rest of their technology, using bullets for absolutely everything. (That's a fairly new trend. I wonder why that is?)
Ура! Фактические энергетическое оружие! Я получил немного устал от многих научно-фантастических настройки, независимо от уровня конца своих технологий, используя пули абсолютно все. (Это довольно новое направление. Я удивляюсь, почему это так?)
Your work is awesome, and the fact that you are able to provide such a large amount of content for this project is fantastic (and well deserved!).
Being someone who, while in the US Navy, worked with point defense weapon systems, I feel your weapon systems are spot on. And as a major Sci-Fi fan, you've really hit a home run. I would like to ask you to discuss your thoughts on the sensor systems you will be using, not only for the individual weapon mounts, but the ship overall. With the AA Gun mounts, you mentioned wanting to keep each mount autonomous from main ship's power. Do you want to use this approach with sensor systems?
I want to know what goes on in your mind! how do you decide what to put and where to put it etc etc. Mecha is one of the things that just baffles my drawing skills. Have you ever made time lapse videos?
Welcome! My name is Alex (KaranaK), I - one of the conceptual artists star conflict'a ([link]). From today we start a series of articles "Making of" producing one of the largest units in the game. I'll show how to work advancing. So, there is the problem: a giant ship carrier - dreadnought clan faction "of Free Planets." The ship has a length of the game - about 10 miles. Himself from himself is a carrier for small ships, which also fused multiple gun systems. That's about it today, we'll talk. But first, I will discuss how to move the development of the basic idea of appearance. After I received the job - I just went to get "inspiration" - dig their deposits fantastic work and look at them, something that could push me to create this a monster. Proper charge and I got so went to the Internet. Went through a couple of thematic blogs, but also did not work out sensible. Vehicles of similar size and type is practically nowhere to be found. So I decided to turn to the classics - came at the screenshots and art for the film "Star Wars", where the actual and received a charge. Then began sketching rather rough sketches of some ideas. Went through several options and ultimately resulted in all these sketches: After more or less decided on a general way, similar to previous experience at first decided to start manufacturing the gun spacecraft systems. Required to make several types of weapons, such as - anti-aircraft turret that can be controlled player, heavy gauge main ship - a giant laser turret, which must shoot enemy ships of the same type. Small laser batteries and missile towers. Let's start with the first - anti-aircraft batteries. The concept of anti-aircraft batteries sitting in my head long ago. The basic principle - uninhabited turret, which is to judge as soon as a generator of artillery beyond the control of the overall grid. Long throw the idea was not necessary. That's how it looks: Next began sketches into 3D volume software environment google sketchup. First began to make an optical unit, through which observation is from the turret. Unit itself has a few cameras that are located on different axes of rotation. Once the unit was ready, he began to make the main body, which basically has a rounded shape as in theory it is a gun inside the generator. The very same mount system is available on the trunks and the ground-based magnetic mount goes on the concave side of the generator - in a circle. It remains the last - to make the attachment to the body of the ship. Needless to mount a joint motion in the horizontal. Vertical stroke have yourself trunks. In the final stage brought a weapon on a separate sheet in Photoshop and spent his treatment (in the processing method used to reconcile the material rendering of hypershot'a and screenshots directly from Google sketchapa to speed up the processing quality of the final image) . Perhaps in a future article I will discuss this part in more detail, but in the meantime go to the next object. According to the list we have is a small laser turret. The turret is not very powerful laser. He was not able to saw a small ship in 2 parts, but can spoil fairly constant injection lives. Sketch of him looked like this: Next, I went again on Wednesday sketchapa Google and started doing concept disc. Started with the "trunk". It is located a couple blocks to the radiator heat output. The very same unit from which the laser output, is an unwinding unit. With enough speed wrapping turret begins to produce a stable beam. The next step was made "box" with e-filling, for which there is a locator plate. And the last - was made turret base, which is itself the trunk. The very basis of a horizontal and vertical movement of wide-angle shooting. Also it is equipped laser battery. In conclusion, dilute body detail and a little broken disc in tones. Now, as well as with anti-aircraft gun turret - I processed it in Photoshop and made the concept list. It's time to the next gun. At this time the list is heavy laser cannon colossal proportions. The gun itself something similar to the main calibers mounted on modern battleships. This gun is the main offensive unit for the destruction of the ships of the same type. The idea is these guns in the game will fire an enemy dreadnought. A sketch of this instrument as follows: the instrument itself dvustolnoe. Between the trunks of the big gun is a generator. So, I started to work in sketchape. First began to make the barrel. Once the basic form of the trunk was ready, I began to slowly make the central part - the place where the generator and the accompanying attachment then made based tools - was based on a platform of small guns. also walked around the body and build some of the geometry and details. The next step - once the build-up detail. For this gun is important to show the scale, so that requires a lot of details. A little more skin, important sites and voila - a weapon ready to go! final color sheet, I decided to postpone "for later", because the time to develop instruments gradually began to appear. The final list I designed this way: Last on the list of weapons - rocket gun. I decided to make it absolutely classic - box with an impressive number of holes for the rocket to rotate the blocks. I started to do with the disc of course the main box. It's simple. At the end made a platform on which stands the turret itself has designed around finals as well. as the previous one. This production of arms is over. Perhaps in the future will need something else, but it's time to move on to the next part - the production of sheathing of the ship. But more about that next time ...
Hes talking about the concept design of using an antiair turrent in gameplay where the player can control it during the game. Came thing with the other turrent. Before he goes off describing his though process behind the design idea, he mentions that they are only part of a dreadnaut ship (im assuming thats it) that he is designing for i think a game. Thats what hes talking about in a nutshell