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Forum Index » » Fan Art » » K'luth Ships (Wyvern, Reaper, Manticore, Carapace, Pincer)
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 Author K'luth Ships (Wyvern, Reaper, Manticore, Carapace, Pincer)
Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-06-10 01:46   

This ship was meant to be a concept for a dread. I didn't propose any specs.
That, to me, is best left to the devs.


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Draxcyn
Grand Admiral
Pitch Black


Joined: April 26, 2008
Posts: 46
From: Here.
Posted: 2010-06-10 02:02   
oooh Shiny! 8D
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Light-of-Aurora
Grand Admiral

Joined: December 01, 2003
Posts: 602
From: NJ, USA
Posted: 2010-06-10 10:28   
Although I'm not sure whether you specified this, I think you had the side where the 'pincers' were facing designated as the front.
I was thinking it would look pretty awesome if the side with the 3 circular 'holes' was the back. I thought it might seem as if the ship is dragging tentacles behind it, with the 4 'mandibles' around a single 'mouth.'
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DiepLuc
Chief Marshal

Joined: March 23, 2010
Posts: 1187
Posted: 2010-06-10 10:43   
Kenny, you have the talent to be DS designer
This concept reminds me of GAIFEN, so it's ok for Kluth.
Keep in mind that Kluth ship needs to be small, so the hit box is not too big to avoid fire.
Looking forward to see your next concept. I'm your fan!
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-06-10 21:47   
Version 3:

Updates:

- Completely redesigned wing pods with detailing
>>> no more engine pod appearance
>>> resembles a flat body insect with folded wings
>>> added extrusions and ridges
>>> "tubes" from pod to wing

- Redetailing of main body
>>> made the front "intake" smaller, changed to ovoid shape, resembling a cyclop eye
>>> additional ridges and extrusions on body
>>> Main body spines and fins redesigned with reduced poly count


EDIT: Added in additional details, and as Bardiche suggested... making the wings thicker for a beefier look.

- Made the wings thicker at the leading edge. Wing still tapers to a thin trailing edge

- Remodeled tail end for a more organic, K'luth look. No more "jet engine" port at the tail. Tail now tapers to a "stinger" end.
Main engine added... melded into the scorpion tail.
2 sub-engines at the bottom end, melded into the root of the ventral spines.

- Added more "tubings" from the wing pods to the wings.



Orthographic top view, just to get a sense of scaling/dimensions


And the rest of the perspective views.














[ This Message was edited by: Kenny_Naboo on 2010-06-11 04:27 ]
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Bardiche
Chief Marshal

Joined: November 16, 2006
Posts: 1247
Posted: 2010-06-10 22:22   
Looks very Scorpion-like. If anything, though, I'd suggest thickening the arms a little; the pods are attached to the main body with very small arms, and given the fragility of K'Luth ships it seems a bit weird to construct/breed a ship that has such fragile-looking arms.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-06-11 00:19   
Quote:

On 2010-06-10 22:22, Bardiche wrote:
Looks very Scorpion-like. If anything, though, I'd suggest thickening the arms a little; the pods are attached to the main body with very small arms, and given the fragility of K'Luth ships it seems a bit weird to construct/breed a ship that has such fragile-looking arms.



Edited: as above, Ver 3.
Along with other little details.




This coming to the final version. So please keep your feedback coming.

Ultimately this is just a concept. Done in Blender, and most probably with lotsa n00b errors, and screwed up vertices and normals, along with a stupidly high poly count.

I don't expect this to be taken up by the devs or otherwise. Just serves as practice for me. But if you're interested, just let me know and I'll put the Blender file up later, after my final iterations of it.



[ This Message was edited by: Kenny_Naboo on 2010-06-11 00:32 ]
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Tael
2nd Rear Admiral
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Joined: July 03, 2002
Posts: 3695
From: San Francisco Bay Area
Posted: 2010-06-11 16:26   
looks good but its still not organic enough, most of the current ships have smooth rounded lines, not sharp squared edges.
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NoBoDx
Grand Admiral

Joined: October 14, 2003
Posts: 784
From: Germany / NRW
Posted: 2010-06-11 16:35   
hm somehow this ship reminds me of the zerg-ships in starcraft
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JBud
Marshal

Joined: February 26, 2008
Posts: 1900
From: Behind you.
Posted: 2010-06-11 17:22   
Quote:

On 2010-06-11 16:26, Tael wrote:
looks good but its still not organic enough, most of the current ships have smooth rounded lines, not sharp squared edges.


Evolution
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Red October
Fleet Admiral

Joined: May 30, 2010
Posts: 165
From: Stillwater, Oklahoma
Posted: 2010-06-11 17:34   
I am an little jealious that Kenny is getting alot of attention.

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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-06-11 20:02   
Quote:

On 2010-06-11 16:26, Tael wrote:
looks good but its still not organic enough, most of the current ships have smooth rounded lines, not sharp squared edges.




noted. However there's only so much I can do to make it less 'squarey'.

Already the poly count is sky high due to my use of spheres, cones, and torii, all stretched n warped to get the desired effect. Maybe it needs texturing. Unfortunately I haven't figured that one out yet.

Any Kluth hull textures for me?



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Shath
Admiral
Pitch Black


Joined: July 17, 2007
Posts: 219
From: Portland, OR
Posted: 2010-06-11 21:12   
hmmm was this done on blender?
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Crim
Fleet Admiral
Sundered Weimeriners


Joined: March 16, 2003
Posts: 1336
Posted: 2010-06-12 02:09   
Quote:

On 2010-06-11 20:02, Kenny_Naboo wrote:
Quote:

On 2010-06-11 16:26, Tael wrote:
looks good but its still not organic enough, most of the current ships have smooth rounded lines, not sharp squared edges.




noted. However there's only so much I can do to make it less 'squarey'.

Already the poly count is sky high due to my use of spheres, cones, and torii, all stretched n warped to get the desired effect. Maybe it needs texturing. Unfortunately I haven't figured that one out yet.

Any Kluth hull textures for me?





Yeah, there is something you can do to smooth the surfaces. Won't let you know, though. And make your own textures.
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Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2010-06-12 02:17   
Quote:

On 2010-06-11 21:12, Shath wrote:
hmmm was this done on blender?




Yes it was. Gonna get me a copy of 3DS Max next week n try that too.

I can't do much more to it except texture it. Too many polies already.
In fact I'm thinking of stripping it down some.




[ This Message was edited by: Kenny_Naboo on 2010-06-12 03:30 ]
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