so i've been making a thing

Been working on this off and on for a few days now. not a lot of time for it between work and family and playing elite...but it's happening. kind of excited about it now that it's finally starting to get somewhere..thought i'd share it.
it's not super impressive yet...but it's blocked out. and i'm having fun...so quit judging me.
meet the Sidewinder MKII
MgIgve7.jpg
o7NvNVK.jpg

working on the interior, too...
1Z5bYuI.jpg
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started trying to nail down some details in the "cabin" today after loading it all into UE4 to check the scale. and yes, there's room to walk around in there :)
CXOAviT.jpg

i might update this thread as i go...maybe not update it until it's finished. meh. we'll see
 
Keep going and keep updating as you go! I am eager to see your leet Elite skinning skilz you've talked about in other threads.
 
what are you doing it with ?
looking good so far mate.
i dunno yet. at least set it all up in UE4 to walk around in and look at. maybe rig up all the doors and lifts and such...make it feel functional. we'll see how long my attention span holds.

Keep going and keep updating as you go! I am eager to see your leet Elite skinning skilz you've talked about in other threads.

i'll keep you updated.
at the moment i'm kind of diggin working on the interior, though, so the skinning might be a ways off yet.
 
Looks good, but won't those high engines or pods on each side really restrict the view? Seems to me from the cockpit left and right that is all you will see.
 
My crit so far would be that the cockpit view would be poor with those two extra engines (as UOcUKAkira points out too).

But an interesting shape- keep at it!
 
this is 3ds max.
also the necelle..type..things...don't show up much from the pilot seat - my shots do a poor job of showing how high the cockpit sits on the ship. i'll get more shots of the pilot view when i've got some cockpit modelling done.
 
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Ah ok.

I'm a mechanical draughtsman and do my modeling in solidworks. Been tempted to give animation a go and see how much of drawing oil rig shapes is transferable.
 
Modelling skill tends to transfer quite easily between programs, especially if you are used to rendering inorganic shapes. I've run into any number of artists who can model an accurate aircraft (for example) down the the rivet, but who are lost with the human form. The biggest obstacle for you nuts-and-bolts draughts-folks is just learning the interface. The biggest after that is learning how to deal with organics, which for some can be unsurmountable.

Animation, though, requires skills with rigging, skinning, lighting, and effects, not to mention a keen and thorough sense of timing. Proper animation falls to teams, since a crew can get things done much faster, much more efficiently, and more accurately than a soloist.
 
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