I'm feeling a bit better now and I feel like I just want to go full steam ahead with the project :) Last week I tried to do some work even if it wasn't much, so I decided to tackle the spacecraft cockpit hatch. Using a concept I came up with for the hatch I created the basic shape and geometry into which details could be added.
Here are some progress screenshots showing my design iterations:
My design iterations of the hatches
The final hatch model
The hatch inside its mounting ring modelled to fit the spacecraft's roof dimensions
This week I decided to seek a bit of inspiration for the console as it was something I wanted to look unique and unconventional yet functional. I gathered reference from the 1982 cyberpunk classic Blade Runner and its sequel Blade Runner 2049. Both films have an impressive art style and I wanted to channel this in my design. I really liked the way they both incorporate lots of CRT interfaces and readouts into the designs; especially in the Spinner vehicles. I have decided to take some cyberpunk elements and incorporate it into a space setting, for example using holograms or CRT overhead screens with minimal retro readouts.
When designing the control yoke for the crew I wanted to give it multiple functions and a very rudimentary look. I decided that the yoke would be used not only to steer the ship but also for docking and EVA robotic remote control. The handles can be rotated for pitch, roll, yaw; and to do that I needed ball and hinge joints as well as pistons for tactile feedback. This design means the crew can fold away the controls during cruise and open them for normal operation. To add small details such as screws to the model I have added mesh planes which will be used as mesh decals, as well as rings for gauge lines and adjustment rings.
Here are some screenshots showing the final model (with material IDs):
Another thing I did this week was solve a technical challenge that can be used to produce more emphasised yet realistic surface highlights. The solution is screen-space curvature and is incredibly useful for adding a bit of emphasis and pop to the curved edges of baked and non-baked objects; and very little cost. I have produced a report detailing how I made it and its applications.
I also set up the lighting and ambient effects for the main level this week, as I wanted to see how the ship interior would look in the cinematic. I also adjusted the post-processing to suit the mood and colour scheme of the cinematic. I have also produced particle systems that help add mood and atmosphere to the
Overall I'd say this week was a lot better and I feel like I have managed to be quite productive. Next week I will be tackling the cargo bags, the seats, console and various other details for around the cockpit.
:)
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