Cargo Facility 2


This model was hard. The Totally Game model was very simple so it didn't give me much room to be creative. So instead, I modeled many of the things that I saw in textures that I thought should be 3D. Overall, I tried to make the model more industrial and modular. It's pretty plain to see how the pieces come apart and back together. The cargo modules and hangars are now all modular. The hangars are now held onto the station by the struts sticking into a port on the side and also dual docking clamps.

It's difficult to see much of the detail I put into this. Rhino3D is bad for taking up-close screenshots, so I decided not to show the inside of the hangar. However, the hangar has Imperial-style entryways and an Imperial-style elevator in the floor inside. There are also three mechincal claws hanging down from the ceiling, which itself is multilayered. I hope that when it is textured, the first two of these will be partly see-throughable to give a sensation of speed as you blast through the hangar. There are two small areas off to the sides for... I dunno, lockers and elevators and such.

All in all, with my limited knowledge of particular tools like Boolean Subtraction, this was a very difficult model. Many things on here that you may think were harder in fact weren't, and visa-versa. One thing, however. The hangar pods may seem to be messed up, but they really aren't. I don't know why, but Rhino3D just isn't rendering them correctly and I checked the model thoroughly; it's not the model's problem. Anyway, I hope some generous texturer comes along and pretties this baby up because I've had about enough frustration with this thing already. ;-P ... And I don't know how...

Oh yeah... this guy weighs in at 4037 faces... but I tried to make the model nice and easy to texture! :D Lots of different, logically-seperated meshes.




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