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Strike Medium Fighter B15 by karash-amerius Strike Medium Fighter B15 by karash-amerius
Summary
This is a Republic Medium class fighter of the "71st Shuriken Squadron". This is an older design, but has stood the test of time for its reliable weapon systems and ease of piloting. Like all mid-fighters, this ship sees a bulk of the fighting along the Republic's borders in all areas of active duty, from garrison to spec ops.

The 71st Shuriken Squadron is mainly known for counter spec ops against enemy recon squadrons deep within the home territory.

Artist Notes
This bird did not turn out as planned. I started with the fuselage and all was well, but by the time the paint hit the hull, it looked overweight and completely "not cool" to me. Still, i spent a lot of time on this...and I suppose its good enough to post here and maybe get some feedback. The ass end of the bird is all wrong in my book, but I sort of hit the wall creatively with it.

One thing about 3D, its really hard to "fix" something and go a different direction once you are far down a design path. Maybe I will write a journal and get some feedback on that aspect of designing 3D concept art.

All in all, could have turned out a LOT better. I think I need to push myself in a different style direction for my next one.

Programs
Modeling: Google Sketchup 7
Post Production: Adobe Photoshop CS2

Credits
"3D Scan Man" - Google Inc. - used for scale reference

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Add a Comment:
 
:iconsevenofeleven:
sevenofeleven Featured By Owner Feb 13, 2011
Ship looks pretty good.

If you know how to sketch a bit, could do a bunch of designs until something clicks.
I usually get an idea and run with it but because its vague (no sketch) it does not look like what I really want but I keep it because modeling takes forever.

References help but its like trying to become a baker by eating a lot of cake.
Have to bake your own too.

Maybe doing a few thumbnail sketches could help out?
Reply
:iconlynlinz:
LynLinz Featured By Owner Jul 21, 2010  Hobbyist Digital Artist
Very nice concept - nice look. Maybe at least 1 pair swiveling cannons - 5 fixed straight-forward is a bit limiting.
Reply
:iconkarash-amerius:
karash-amerius Featured By Owner Jul 22, 2010  Hobbyist Digital Artist
You know, I have seen a lot of concepts with small turrets on small ships (still single piloted ships)...and I just haven't pulled one off yet. I think my mind frame is still in the "airplane" mode as far as modeling goes. Something to look forward to :)
Reply
:icondbrv6:
DBRv6 Featured By Owner Jul 21, 2010
Looks like a good concept to me.
Reply
:icontlund:
TLund Featured By Owner Jul 20, 2010  Hobbyist Digital Artist
Hi, first of all sorry about my english.

The model looks good, the shapes and proportions are good, the problem is the color and the light.

Light colors tend to create the visual effect of more volume. (That's why girls donīt wear white pants)

As Shimmering-Sword said, try darker colors.

cya
Reply
:iconkarash-amerius:
karash-amerius Featured By Owner Jul 20, 2010  Hobbyist Digital Artist
Thanks for the comment TLund, I will try that out. :)
Reply
:icondanielkrull:
danielkrull Featured By Owner Jul 20, 2010
Nice!
Reply
:icondreadhaven:
DreadHaven Featured By Owner Jul 19, 2010
Nice work.
Reply
:iconkarash-amerius:
karash-amerius Featured By Owner Jul 19, 2010  Hobbyist Digital Artist
Thanks!
Reply
:iconsilverlion:
Silverlion Featured By Owner Jul 19, 2010
Awesome look and design.
Reply
:iconkarash-amerius:
karash-amerius Featured By Owner Jul 19, 2010  Hobbyist Digital Artist
Thanks Silverlion :)
Reply
:iconkaykove:
KayKove Featured By Owner Jul 19, 2010  Student General Artist
I'll agree with you that maybe the ship looks "ass-heavy," but it's still very solid in my book. I always like seeing when sketchup users venture into more organic shapes, so I'm a big fan of he nose and the wing attachment points. I also know what you mean by it being hard to "fix" something after a certain point. I usually remedy this by working almost exclusively in groups and components, and I never delete anything while I work. my workspace becomes very crowded this way, but if I make a mistake that I can't fix by hand, I always have a copy of the part that I can revert to, so I never lose much time. I never decide that anything is "final" until the entire model is done. then I explode things and regroup the model in a less piecemeal way.

As far as rendering goes, I recommend Kerkythea. It's free and will do homemade textures as well as materials that you can download off their website. You might experiment with making simple side/top/bottom, etc. textures and then projecting them.
Reply
:iconkarash-amerius:
karash-amerius Featured By Owner Jul 19, 2010  Hobbyist Digital Artist
Hey CanonFodder, thanks for the comment and the fav. I work in groups a ton as well, my problem is I think something is "final" when it turns out it isn't. Then no way back so to speak! At least most times. I have Kerky on my workstation, but haven't used it much yet.
Reply
:iconrorymorris:
RoryMorris Featured By Owner Jul 19, 2010
Good design ! I like it
Reply
:iconkarash-amerius:
karash-amerius Featured By Owner Jul 19, 2010  Hobbyist Digital Artist
Thanks!
Reply
:iconmatsuo-lano:
Matsuo-Lano Featured By Owner Jul 19, 2010
Pretty awesome :)

Could indeed use a little more details ;)

But apart from that, very cool!
Reply
:iconkarash-amerius:
karash-amerius Featured By Owner Jul 19, 2010  Hobbyist Digital Artist
Thanks!
Reply
:iconreactor-axe-man:
Reactor-Axe-Man Featured By Owner Jul 19, 2010  Hobbyist Digital Artist
I've been trying of late to separate as much of my models as possible into separate components, even ones that mesh with other parts to create flowing hull shapes, just because I can delete something that doesn't work without killing the whole project.
Reply
:iconkarash-amerius:
karash-amerius Featured By Owner Jul 19, 2010  Hobbyist Digital Artist
Usually I find myself working like this as well...the problem comes in when you decide something is "final" then 3 days later seeing something that needs to be changed or fixed...and if that area isn't part of a group or something easily changed, its sort of up the creek without a paddle time.
Reply
:iconshimmering-sword:
Shimmering-Sword Featured By Owner Jul 18, 2010  Professional Digital Artist
Indeed the model doesn't look bad. Could use some more intensive detailing in a full featured 3D app, but that's likely out of your reach.
So it does end up resting on the texturing like you said. For me, that light but saturated green is a killer for realism/seriousness, without more advanced lighting (again something I bet sketchup cant do) it ends up looking like a toy this way. IF those color choices aren't concrete for you, I would say to really darken the green, similar to that dark blue striping, and make the now dark ones almost black. The added contrast will give it some pop.

If you can pick up using 3Dmax, Maya, C4D, ect, you will bet a lot more out of your work. Way more detail, advanced lighting, materials/textures. So much more potential.
Reply
:iconkarash-amerius:
karash-amerius Featured By Owner Jul 19, 2010  Hobbyist Digital Artist
Hey SS, thanks for stopping by and for the comments. I agree that I have a long way to go on the realism part. I know you can render SU models, but I haven't really gotten to that part in my development. VRAY offers a plugin to SU to do the rendering inside the program, but last time I checked that was around $700. :)

There are many free programs I can use, but still just not there yet mentally :)
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July 18, 2010
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