Completed on: 8/20/2005
Medium: 3D Studio Max 7
Info: A nice full render of the Epsilon Zero warship. One of my biggest challenges going into the project was trying to construct a 3D ship that could both fit my various 2D concepts and be a maneuverable fighter which would look realistic zipping around the screen as a player controlled graphic. Knowing that it would have to roll and pitch at very quick speeds I went and consulted some blueprints to look at a series of modern day fighter jets to get an idea of how aerodynamic design plays a factor in their construction and build. After carefully perusing the blueprints I modified my original design just a bit to give my warship a more sleek appearance.
Completed on: 8/20/2005
Medium: 3D Studio Max 7
Info: The Epsilon Zero ship is seen here zooming past the camera. One thing I had a good time playing around with would have to be the ship's rear thruster design. It's pretty simple, but I think it gives the model an extra futuristic flair. The thruster was completely designed and built in Max using lens effects.
Completed on: 8/20/2005
Medium: 3D Studio Max 7
Info: Another perspective render of the ship. The actual texturing of the Epsilon Zero craft was easier than it might look since the model wasn't unwrapped. The textures were all adjusted and positioned by a few UVW map modifiers within Max.
Completed on: 8/20/2005
Medium: 3D Studio Max 7
Info: An underside render of the fighter which showcases the warship's cannon (dubbed the Epsilon Cannon) in all its glory. Now, it might not look like much, but the weapon packs a serious punch and is the reason why the Epsilon Zero can make short work of large hordes of enemies in mere seconds. If you don't believe me then go and give Sigma Force a shot, and you'll see what I mean :)
Completed on: 8/20/2005
Medium: 3D Studio Max 7
Info: A nice side render of the ship which shows the details of the textures as well as the unique surface properties of the outer shell material. The great thing about exporting the animation frames from Max and into Flash is the fact that all the reflections and highlights remain intact so the ship looks very nice when in flight.
Completed on: 8/20/2005
Medium: 3D Studio Max 7
Info: A render with the camera pulled out a bit. Funny thing is that the Epsilon Cannon almost didn't make it into my final 3D model in this incarnation. Originally I planned for a much, much larger gun attachment on the warship but eventually decided against it. In the final game (which I hope to finish someday) there will be a cannon modifier which will turn the small single barrel into the mammoth multi-barreled contraption I originally designed.
Completed on: 8/20/2005
Medium: 3D Studio Max 7
Info: A render of the Epsilon Zero in a hangar/base I quickly constructed for the Sigma Force plane selection screen. The inclusion of 3D graphics into basically a 2D game gives the overall look and feel a nice facelift.
Completed on: 8/20/2005
Medium: 3D Studio Max 7
Info: A render of the Epsilon Zero in a hangar/base I quickly constructed for the Sigma Force plane selection screen. The inclusion of 3D graphics into basically a 2D game gives the overall look and feel a nice facelift.
Completed on: 8/20/2005
Medium: 3D Studio Max 7
Info: A render of the Epsilon Zero in a hangar/base I quickly constructed for the Sigma Force plane selection screen. The inclusion of 3D graphics into basically a 2D game gives the overall look and feel a nice facelift.
Completed on: 8/20/2005
Medium: 3D Studio Max 7
Info: A render of the Epsilon Zero in a hangar/base I quickly constructed for the Sigma Force plane selection screen. The inclusion of 3D graphics into basically a 2D game gives the overall look and feel a nice facelift.
Completed on: 8/20/2005
Medium: 3D Studio Max 7
Info: A render which illustrates the transition from fully textured and lit model to the basic skeleton rig or wire mesh.
Completed on: 8/20/2005
Medium: 3D Studio Max 7
Info: A wireframe render of the model. The optimized version of the ship which I used for Unreal had a significantly lower polygon count but thankfully looked almost identical to its more detailed counterpart. For Unreal I had to cut back a lot of detail, specifically in the weapon and central hull.
Completed on: 8/20/2005
Medium: 3D Studio Max 7
Info: A flat render of the ship which shows the basic build of the model without any textures or light applied (except for the skylight of course). The higher poly count was something I knew I would have to employ since I wanted a more sleek and aerodynamic shape for the model.