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Making of: The Super Massive ships of Fracture Space
Art Station ^ | July 2018 | Mike Hill

Posted on 02/07/2019 3:43:52 AM PST by vannrox

Making of: The Super Massive ships of Fracture Space

In 2014 I provided Edge Case Games with concepts for Fractured Space. At the time, the game was in a pre-beta stage – gameplay was locked down, but the team needed spaceship designs that felt genuinely manufactured and massive.

I was brought in to create convincing, engineered mega-ships for two of the game’s factions – United Space Research (USR), and Zarek Industries – fictional, militarized versions of NASA and Maersk, respectively.

opposing factions, opposing values

Several in-depth conversations with Dan Lodge, the project’s Art Director, revealed that the conventional concept art route – i.e. painting in 2D and working with thumbnails – wasn’t developing believable designs.

I proposed a process that involved establishing core values for the two factions and then to work straight into 3D without any sketches or paints.

I was given background information about the factions and after sifting through reference I isolated some design themes that would be the consistent theme for each faction: Cylindrical modules for the USR – and brutal cubist geometry for Zarek Industries.

Sculpting Cylinders

I know that the USR will be utilizing a cylindrical module system – so I start with a basic cylinder, carefully dividing and sculpting until the shape of the ship begins to emerge. I throw in basic stock components from old files so it doesn’t feel too abstract.


With the design getting progressively more massive, I create annotated screenshots that keep my “to-do” list manageable. This is essential – the design is going to be over a KM long – as I zoom in to work on things at a human scale the ship becomes abstracted and I need to maintain a “birds eye” view with the screenshots.  


I subdivide the design, carefully making shape adjustments to avoid it looking like a giant sausage. Dan is an essential pair of fresh eyes during these stages. I apply materials to get a better visual sense of the final design.

Organizing the modules

6600 components and 11.5 millions polygons later, the overall design is in place. It is however a bit overwhelming to anyone who is not familiar with the file setup so I begin a cleanup.



I break the design up for the Edge Case team so they can clearly interpret the modular sections. These blocks can be reorganized along the central pivot – this way Edge Case can create many designs with the created parts.  

I hand off the 3D file in chunks to Hans Palm and the team – they begin the gargantuan task of optimizing and remodeling the design so that it can work within the performance parameters of the UE4 game-engine.


Structure to Surface - material and texture


While the team gets familiar with the mesh and its construction I start exploring the design’s aesthetics at a variety of scales – this is to provide creative and technical material that will help with getting the design in-engine. First up I produce macro renders to visualize the ship under physical lighting conditions.


The renders give me a sense of scale – and I weigh up the best way to execute “details” for the texture artist. The big issue is displaying the correct density of texture so they visually support the ship’s size from the player’s perspective.


Macro to Micro

The team will need a “toolbox” from me that helps them create more USR ships beyond the Flagship. I close in on a selection of modules that have a variety of materials – with this area fully concepted, the team will have a transferable visual guide for USR materials.

I render several plates individually, such as reflection, specular, ambient occlusion and diffuse. I can then composite them in Photoshop with complete control. When the values are working together, I add photo reference and hand paint specific details to bring the module to life.

 

Space Ships, Space Scenes


The guys wanted to see the design in context, so I was briefed with turning the model into an illustration that would show the design being maintained at a space port.

It was important that the ship be the center of attention, so I took care to make the port itself follow the circular design language without overwhelming the ship.


The renders provide lots of detail for the team – but with an upcoming games conference approaching, I re-purpose the renders for splash screens and backgrounds. Dan has a great idea to show foreground astronauts in daily business of maintaining a ship to give it a sense of scale.  


Working with the guys at Edge Case Games was an absolute pleasure – I’ll be showing more background info from other Fractured Space ships in the near future.



TOPICS: Books/Literature; Hobbies; Miscellaneous; Reference
KEYWORDS: art; cgi; digital; sf
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Pretty outstanding work. There is a small cottage industry of CGI artists and illustrators that provide the details and rendering that we find in my a Hollywood movie.
1 posted on 02/07/2019 3:43:52 AM PST by vannrox
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To: vannrox

Wow!


2 posted on 02/07/2019 3:57:50 AM PST by Caipirabob (Communists...Socialists...Fascists & AntiFa...Democrats...Traitors... Who can tell the difference?)
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To: vannrox

Must be fun to “design” something that never has to actually work. Doesn’t take an engineering degree.


3 posted on 02/07/2019 4:30:47 AM PST by ProtectOurFreedom
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To: ProtectOurFreedom

Yes. I really agree with you. All these designs are all conceptual. In the real world you would crank out the designs using ProE, Autocad, Catia or solidworks. Then have it raked over the coals by a peer review. Oh, Yeah. I know it well.

Still the artwork is pretty. Useless, but pretty.


4 posted on 02/07/2019 4:36:15 AM PST by vannrox (The Preamble to the Bill of Rights - without it, our Bill of Rights is meaningless!)
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To: ProtectOurFreedom

“Doesn’t need an engineering degree..”.

First, that’s kind of a shitty thing to say.

Second, an engineer couldn’t design something like that...it requires creativity and imagination.

This kind of Art and creativity is impressive.


5 posted on 02/07/2019 4:54:08 AM PST by Vermont Lt
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To: Vermont Lt

When you are not constrained by the laws of physics, metallurgy, thermodynamics, Newton and a gazillion other things, you can make up fun, pretend “designs” that look really cool.

Explain why that is a “shitty” thing to say. It’s simply a fact.


6 posted on 02/07/2019 4:56:30 AM PST by ProtectOurFreedom
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To: Vermont Lt
Second, an engineer couldn’t design something like that...it requires creativity and imagination.

That is almost certainly the most ignorant comment I will see all day.

7 posted on 02/07/2019 4:59:44 AM PST by NorthMountain (... the right of the peopIe to keep and bear arms shall not be infringed)
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To: ProtectOurFreedom

Because you are dismissing the process that he has to go through to create this. It’s a freakin’ game. Your comment made his efforts seem less real than if he were working for NASA.

Maybe you did mean to sound like a sour old engineer, and if I misread that, accept my apologies. But in reality, you wrote that like an old guy suggesting “that’s just a picture.”


8 posted on 02/07/2019 4:59:46 AM PST by Vermont Lt
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To: Vermont Lt

OK, give me a call when it flies.


9 posted on 02/07/2019 5:07:27 AM PST by ProtectOurFreedom
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To: Vermont Lt
Second, an engineer couldn’t design something like that...it requires creativity and imagination.

I beg your pardon. Engineers don't have creativity and imagination in your universe?

10 posted on 02/07/2019 5:16:15 AM PST by null and void (Adrenochrome. The Whore of Babylon, drunk on the blood of saints.)
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To: vannrox

I find it fascinating just because of the huge amount of patience and time that is truly required. I have played with modeling a bit and it just takes far too much patience for me. I guess getting paid to do it might make a huge difference. lol


11 posted on 02/07/2019 5:22:52 AM PST by Openurmind
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To: vannrox

Wow. Very cool!


12 posted on 02/07/2019 5:30:44 AM PST by Free in Texas (Celebrate diversity. Own firearms of every caliber.)
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To: ProtectOurFreedom
OK, give me a call when it flies.

That's almost as misguided as the other guy's comment.

It's not a design for a practical spaceship. It's artwork. Advertising copy. Its function is to get peoples' attention, so that they will want to watch the movie, play the game, read the book. We'll see, but I bet it will be successful.

13 posted on 02/07/2019 5:38:28 AM PST by NorthMountain (... the right of the peopIe to keep and bear arms shall not be infringed)
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To: vannrox
Still the artwork is pretty. Useless, but pretty.


14 posted on 02/07/2019 5:47:16 AM PST by Bloody Sam Roberts (The media tend to speak in coordination, as if there were a single source behind their "journalism".)
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To: vannrox

Juxtaposed with the Babylon 5 station, I wonder how big this beauty is.


15 posted on 02/07/2019 5:49:37 AM PST by Bloody Sam Roberts (The media tend to speak in coordination, as if there were a single source behind their "journalism".)
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To: ProtectOurFreedom

FFS, stop taking yourself so seriously. It’s an F’ing video game.


16 posted on 02/07/2019 12:56:02 PM PST by Vermont Lt
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To: null and void

You must spend a lot of time with engineers. Ha ha. I know, I know...they create everything.


17 posted on 02/07/2019 12:56:49 PM PST by Vermont Lt
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To: Vermont Lt

You must not know any in person.


18 posted on 02/07/2019 1:28:07 PM PST by null and void (Hey AOC? If socialism is so grand, why are Guatemalans coming here instead of going to Venezuela?)
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To: Vermont Lt

Now I understand why Bernie Saunders is Vermont’s senator!


19 posted on 02/07/2019 1:30:44 PM PST by Reily
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To: vannrox

What is Fracture Space?


20 posted on 02/07/2019 1:31:35 PM PST by Reily
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