A large, player controllable, capitol ship. My series of concepts lead to a chunky hauler design. This was one critical lesson in how to plan the geometry. As I designed an overall shape, the insets and bevels needed plenty of revisions on it's way to a final mesh.
A massive capitol ship that can be used as a mobile station and battleship. Aside from designing the ship to allow players to dock in it while moving, the most challenging part was applying a material technique that implimented a "detail" overlay. This is a repeating texture that gave specular and normal map detail to a ship that might have needed well over manageable texture map sizes.
The first in a series of projects to replace legacy ship assets. It was crucial that the new asset fit inside the orignal collision mesh to ensure that it was "the same ship" but only had a new look. I wanted to vary the materials such as the grill for the intake next to the cockpit and give some extra, fun/cool engine detail between the fins.
The second to be replaced, I was given a bit more liberties on the silhouette as this ship was considerably larger than my Hornet redesign. Interpreting the rounder, pointed design was challenging to replace as so many players were very established with it.
The third replacement. What a transformation. Making a much more modern look for a ship from one that was design with curvy, long shapes was tricky. Ultimately, I loved opening up parts of ships and giving them a visual structure. My version of the Centaur was all about hard edges but a arch silhouette from any angle. I also liked making look a bit mean. ..If a spaceship can be mean.
Another replacement where the collision mesh was the limit/outline for the new design to fit into. A nippy fighter, the Warthog was fun to pay homage to old school ships from various sources.
The quintessential hauler. Escorted from station to station by capitol ships and Vultures, the Behemoth is the go to cargo ship for all your inventory movement needs. This ship was fun as the original has a kind of simple silhouette and leant itself to a very utilitarian interpretation.
Generic mesh replacements for items that drop in the game. Different light colors indicate the box's contents.
A composite of 3D renders of a scene in 3DS Max and custom 2D assets, this is the source next to the actual image that launches our game on mobile platforms. The silhouettes of ships in a convoy formation represent one of the more iconic scenes that players may encounter or take part in.
My first impact on any visual assets for Vendetta Online. These emblems were designed to repressent the aim of each factionand the culture around them. For each faction I considered what they stood for, their outward influence on other factions upon seeing it other than red vs blue vs yellow.
The Itani - Initially appearing peaceful to the outside worlds, these skilled pilots have a history of conflict through xenophobia and technophobia.
The Serco - Military focused elitists that encourage bio-modification and seek revenge agaisnt the Itani's marginalizing history.
The Union of Independent Territories(UIT) - Thrill seekers, manufacturers, explorers, and corporate conglomerates that interact with a primarily neutral influence towards both Itani and Serco factions as well as internally.
Individual icons for stations inside of all faction's space. When docked and arriving at the welcome screen these icons will give you a quick representation of the stations purpose.
Capitol - Barracks - Mining - Research - Training - Conquerable - Capship Dock - Capship Construction - Commercial
While under the umbrella of the UIT, each subfaction varies from the other in it's specilization of manufactured parts, ships, research, or political aims.