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Neil Blevins

Posts: 27
Here's a few starship hull tests I've been working on. I made these images to explore variations in greebling and hull plate shapes and configurations. The tests are a little less practical and a little more abstract, but they have been really helpful, and should be a great source of inspiration and practical experience the next time I decide to make a full fledged 3d model of a starship or space station. Parts were modeled in 3dsmax (many wires were done using my wirebundler script), rendered with brazil, some was painted in photoshop (so the image isn't 100% 3d, but the majority is), and many patterns were inspired and produced by Darktree, Bercon Noise and Filterforge procedural patterns.







More to come in the next few weeks.

- Neil
http://www.neilblevins.com
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StevieJ
Designer/Artist

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Hi Neil.....the pipe work looks incredible!!! smile8) smile8) smile8)
Steve

"Buzzards gotta eat...same as worms..." - Clint :)
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Kraellin
Kraellin

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very cool, neil. some of the best 'hull' i've seen here smile:)
If wishes were horses... there'd be a whole lot of horse crap to clean up!

Craig
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KGtheway2B
KGtheway2B

Posts: 660
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Thanks for sharing!

You've got an impressive portfolio, I really enjoyed looking at your work.

The third image seems quite a bit more complex than the first two (with the curves and radiating lines in the lower left)- did it take a significantly longer time to create than the other two styles?
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Neil Blevins

Posts: 27
Thanks guys, glad you like them.

KGtheway2B, the first 2 images took a bit longer than you'd expect because I was inventing the overall technique to produce the images, by the time I got to the third, the technique was now solid, but as you mentioned, all the curves made it harder to do, so in the end I'd guess they all took about the same time.

I hope to post a few more early next week, thanks for checking them out!

- Neil
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angelboiii
maya dude
Posts: 107
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wow.. i absolutely love his!!!!!
i can only imagine how long it took you to develope this..
wow!!!
any chance you post a screenshot that shows the complexity of the FF "network"? smile:)
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CorvusCroax
CorvusCroax

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Impressive Neil! Could you talk a bit more about how you did that? The pipes are particularly impressive.
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angelboiii
maya dude
Posts: 107
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Those images, and Corvus's "Space Station", so makes me wanna do and oldshool top down space shooter game smile:)
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Mike Blackney

Posts: 375
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Wow, this is insane. Hats off... heck, trousers off to you sir.
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Neil Blevins

Posts: 27
angelboiii, the FF networks were actually quite simple, I took a lot of the basis functions, rendered them out and then painted on top in photoshop. So much of the complexity you're seeing is in fact hand painted. Basically, I used the procedurals to do the heavy lifting of adding detail, and then used hand painting to add variety and an organic quality. And I agree, I'd also love to work on an oldschool topdown shooter like Truxton or Raiden smile:) Sadly, there's only a small market for games like that these days, and the only companies producing such games are in Japan. Play Ikaruga BTW if you haven't checked it out.

CorvusCroax, thanks! The pipes are 3d, I have built a lot of pipes in my time, and then I use a maxscript I wrote for 3dsmax called wirebundler to place the pipes. If you own max, you can check out the script at my homepage http://www.neilblevins.com.

Mike Blackney, thanks, but for god sakes, pull your your pants back up! smile:D

- Neil
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Skybase
2D/3D Generalist

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Quote
Neil Blevins wrote:
much of the complexity you're seeing is in fact hand painted.


Amazing work. Just beautiful.

I just thought to myself... what if you made this all in FilterForge? Now that I see it, it doesn't look like an impossibility at all.

Wonderful work smile:)
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ronjonnie
Designer / Artist

Posts: 809
Filters: 320
Hey Everyone,

Neil,
Truly Awesome work! I love it!! smile;)

Have a GREAT day! smile:)

Ron
zazzle.com/Ronspassionfordesign*
So much to learn, so little time.
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CorvusCroax
CorvusCroax

Posts: 1227
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Quote
Skybase wrote:
I just thought to myself... what if you made this all in FilterForge? Now that I see it, it doesn't look like an impossibility at all.


The hard part would be the pipes. Everything else can be handled in ff (I think)... or at least using a minimal input image. Getting the rotations in image #3 would be a bit tricky, but not impossible.

I've done a LOT of pipe experiments, and the hard part is getting them to stick to some kind of linear structure (ie this part after that part) and to make turns, intersections and branches correctly.

Maybe some determined person will create a nice new LUA script for pipes...


Quote
Neil Blevins wrote:
CorvusCroax, thanks! The pipes are 3d, I have built a lot of pipes in my time, and then I use a maxscript I wrote for 3dsmax called wirebundler to place the pipes. If you own max, you can check out the script at my homepage


Cool -- I've been resisting using Max for ages, but I think I'm going to have to. Thanks! Hey: you used to work for Blur studio - cool!
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Neil Blevins

Posts: 27
Thanks ronjonnie!

CorvusCroax, I'm sure they COULD be made entirely in ff, I just think it would take a really long time, and as a production guy, I've been trained to look for the fast shortcuts smile:) If anyone wants to take up the challenge, I'd love to see it. I have seen some pretty impressive filters out there. And yes, worked for blur back 8 years ago when it was a small shop. Now it's HUGE smile:)

- Neil

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ronviers
lighter/generalist

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Great work Neil. Never considered doing greeble before. You have inspired me to see what I can come up with. Thanks smile:)
@ronviers
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Carl
c r v a

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They are very cool Neil smile:)
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Neil Blevins

Posts: 27
Thanks guys. Here's two new ones...





- Neil
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Vladimir Golovin
Administrator
Posts: 3446
Filters: 55
Neil, welcome to the forums, glad to see you posting here!

Quote
Neil Blevins wrote:
And I agree, I'd also love to work on an oldschool topdown shooter like Truxton or Raiden smile:) Sadly, there's only a small market for games like that these days, and the only companies producing such games are in Japan. Play Ikaruga BTW if you haven't checked it out.


Hell, I even wrote one (actually a barely playable prototype, not a full game) about 15 years ago! It was a vertical scroller, and it had pipes and hull-like stuff for the level background! I modeled it in the first version of 3DS Max (or perhaps it was the DOS version of original 3D Studio.) Now if only I could find a machine that can run it so I could take a screenshot.

As for Ikaruga, I considered buying a Nintendo console just for that single game smile:)

Edit: Uh, looks like the CSS style for forum quotes is missing, probably due to the server upgrade. We'll look into this next monday.
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Neil Blevins

Posts: 27
Hey Vladimir. That's very cool, I used to make prototype games back in those days as well, never finished one, but it was a lot of fun trying smile:)

Oh, and I DID buy a Gamecube just to play Ikaruga. Well, actually, my wife bought me the gamecube and Ikaruga for my birthday, by that point a used gamecube and the game was about as much as a new game was smile:) Now it's available on xbox 360 though.

Thanks again Vladimir for Filterforge, it's a very cool tool.

- Neil
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ronviers
lighter/generalist

Posts: 4456
Filters: 35
The new ones look great Neil. Hope I get to see what you do with them.
I spent all of last weekend and most of this one on my greeble project. Nothing to show for it yet but it’s been a lot of fun.
@ronviers
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angelboiii
maya dude
Posts: 107
Filters: 20
Neil: any chance of a small "tutorial" on how you did the upper cicular thingie of the last image? Is it modeled in 3d of is it done in FF as a separate element and then composed in PS over the rest of the stuff?

wow, neil, i just checked out your page! that is you, NEIL BLEVINS?? wow. i've been a fan of your work for years!!! i literaly know alot of your images in detail, ive "studied" them, they have certain matrix darkness to them.. so nice!! and your image WHITE ROOM was a huge source of inspiration for the white room with the heart in it in the video spot for Slovenian band Siddharta - check out my page http://ttube.net/ and see the SIDDHARTA - INSANE video.. theres a white room with a huge heart in the middle smile:) wowwww. really great body of work!

Soooo.. seeing your page, the upper question is answered, you modeled the element in 3d smile:)

BTW, i think i will (some day soon) start developing game like Ikaruga some day soon.. now with the iPhone and iPad the market is changing and i think there is again a market for such games.. smile:) I played Ikaruga for like.. 10 minutes and didnt like it smile:) too hard i i was too lost in what was going on smile:)

again.. amazing work! smile:)
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Neil Blevins

Posts: 27
ronviers, glad you like em.

angelboiii, yup, that element was made in 3d. the filterforge stuff is more the panelwork on the surface. And glad you've enjoyed my work!

I've actually had similar thoughts to you on the possibility of doing a oldschool shooter on something like an iphone or ipad. Those platforms have created a whole new style of game, the casual game. The main issue I see is this. Right now gamers are being split into two groups, the hardcore gamers who primarily play first person shooters on their suped up computers or videogame consoles, and the casual gamers who are playing puzzle and social games on their iphone or on facebook. The problem with a shooter is it sort of crosses between both worlds. It's not a casual game in that it's not the general sort of theme that a casual game tends to be. But it's not a hardcore gamer's game because it follows a 2d paradigm. In fact, I've read a number of articles about the few companies left making top-down or sidescrolling shooters, and how difficult it is to fund the games because the market for such games is so small. In fact, that's forced them to make a lot of sequels to existing shooters (just like in the film industry). So the idea of an ipad top-down shooter I think is great, I'm just not sure that funding would be easy because it's sort of a game concept that doesn't follow the two main trends. Maybe one day I'll do some research and see if a project like that woould be feasible here in the states.

Here's two more images for your viewing pleasure.





- Neil
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Redcap
Redcap

Posts: 1290
Filters: 100
These are awesome as always.

I have also looked into causal/old school games, and something new that is emerging is Unity3d that allows games to be played on browsers as well; so a lot of developers have been able to do iphone/ipad/web games all at the same time, so their market share is not just one or the other. They sell there games on the ipad and iphone, make money off of advertisments from web games, and then get more recgonition that in turn sells more ipad and iphone games. Some even sell the oppurtunity to unlock features on the web games.

It is an interesting dynamic, and it isn't a huge cash cow, but some are making good use of it.

+2 on showing a tutorial though, I have been at your website and was astounded by how much I learned in 15 minutes of skimming.



If you are bored check out my unpractical math website
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Neil Blevins

Posts: 27
Thanks Redcap. There may be the hope for some project like that in the future, I certainly know I'd love to create a game like that, in fact, I have a number on concepts floating around in a half state of finished.

I'd love to give a tutorial, but alas, life is about too get in the way. Work is starting to heat up, I expect to start 70-80 hour weeks soon, and my wife is giving birth to out first child. So my freetime is about to hit a big 0 for the forseeable future. It's a difficult choice, I'm either going to try and keep up my current level of web involvement, which will lead to my early death (I already have chronic health problems due to stress), or I'm going to basically disappear for several years from almost all online activity, and live with missing all the art, tutorials and script writing that I enjoy so much. #2 is the obvious answer, but I sure am gonna miss my current life smile:)

- Neil
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Redcap
Redcap

Posts: 1290
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smile:)



If you are bored check out my unpractical math website
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angelboiii
maya dude
Posts: 107
Filters: 20
Neil: Last images are sick!!!! You rule, would be a shame to "loose you" for few years like you said smile:) I understand you, i have a 10m/o boy, family life is great, but i miss the free time to do all the freelancing i was doing before.. but the other side, the parenthood is sooooo great that i dont really think about it all that much smile:) good side of it is that the kid goes to sleep at 8, so i have few hours to relax and just do my things with a laptop in a sofa smile:)
As far as the game goes, it sure would be for the HC players, that's for sure, at least the way i see it, would be more of a casual, pick up your iphone, shoot some stuff, pick up some rewards, gain some powerups, then put your phone in your pocket and cotinue for another 10minutes during your break kind of game.. those are the games that sell i think and i see how that would be a fun game to make..
i LOVE fieldrunners just for that - load it up, put up some towers, play a few rounds, then just save and continue later for another few rounds smile:) LOVE it.. and its top game, but thinkig about it as a TD game you could easyli say that it will not be that popular, since its basicaly simple RTS smile:)

anyway, LOVE the panels smile:)
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Neil Blevins

Posts: 27
angelboiii, yup, as well as being really hard, I'm sure I'll enjoy parenthood a lot as well, even though I won't get to make as much / if any art for awhile. In some ways it may be good to take a break, at least from doing the super detailed stuff, at the very least I'm going to try and do some speed painting to keep my chops up, stuff that I can paint for 30 min and then move on to playing with my kid or trying to get some sleep smile:)

Anyways, glad you're digging the new panels.

- Neil
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