





The unnamed city ship concept I knocked up for my book.
"What if you get wherever it is you're going and realise you'd like to see some mountains but there aren't any to hand" - the designer of this thing






"What if you get wherever it is you're going and realise you'd like to see some mountains but there aren't any to hand" - the designer of this thing
Another commission for u/jcb112 ! and here with a little size comparison of all the ships i did for his story
Moin
I wanted to show a selection of my studies. I usually paint with oil paints, but when I'm on the road for work, I also paint with pastel kr3ids because they are much more compact to handle and have no drying time 🫠
If these are well received, I will be happy to show you more and if there are any questions about certain motives, I will be happy to answer them in the comments.
In order we have, Green & Luxurious, Carrier, Dropship & Creative Freedom, Thin/Slender, Station, Red, Mining, and Curves.
Really tried to get that old concept art look. Let me know how i did :)
Revision of early drawing
800M
Similar honey comb design as early halcyons
2 MAC - (7) 1 Capitol MAC,
(13) (6) 1 standard MAC
120mm coil guns (10)
50mm PDG (20 )
Missile blocks (16)
Using Va'ruun'sev, I crafted this ship to honor the late Tim Curry.
Inspired by the appearance of his character The Lord of Darkness from Legend, this ship has long horns on its oversized cockpit, va'ruun'sev radiators for the chiseled abs the character is shown with, and nova radiators near the back to simulate the 'furry' Satyr legs made with Hope 5 landing gears.
Colored to evoke the sanguine skin of Darkness, i went with as similar a red i could get and brown back half
Would love to know your thoughts on it!
After 4 years in development as a solo dev, I'm finally willing to post in-engine shots of my game publicly.
I'm a HUGE spaceship nerd - as a teenager I was an active game modder for Empire at War/Forces of Corruption. You can still see my old mod here so you know I'm legit 😄 It's the game that got me into photoshop and 3d modeling, and led to my career in technology.
I'm 32 now, and for the past 3-4 years I've been self-teaching (or reteaching, in some cases) game programming, Blender, Substance Painter, shader programming and game design. I have a background in software development, but it hasn't kept me from making endless mistakes and 5 failed prototypes so far!
As a design language I've sketched and iterated on hundreds of ships, and I'm still not a great ship designer. I definitely lean into the soft-scifi ship design concepts because I just like the variety of shape languages possible.
PS - Thanks to the mods for being open to allowing sharing my game here! I don't want to self advertise, I just know this community is the one that I'd most benefit from feedback from :)
Some lore for the OTS M2:
Open Transport Spacecraft M2 "Camel"
The Open Transport Spacecraft Model 2, commonly known as the OTS M2 "Camel", was a heavy orbital cargo spacecraft developed as the successor to the OTS M1 and introduced into service in 2037.
The M2 was designed primarily for the transportation of large quantities of raw materials extracted from orbital mining operations. Unlike most earlier transport craft, the Camel was built around standardized external cargo containers, allowing it to carry substantial quantities of ore and other bulk materials between mining facilities, processing stations, and larger orbital installations.
The most significant change from the OTS M1 was the Camel's propulsion and water-management system. Large internal water storage and electrolysis chambers allowed the spacecraft to carry water as its primary propellant resource. Water was separated into hydrogen and oxygen through electrolysis and subsequently used by the ship's propulsion system. This unusual arrangement gave the M2 its nickname, "Camel", referring to its ability to carry and make practical use of large reserves of water.
The spacecraft was operated by a crew of approximately 4–8 people, depending on the mission and cargo configuration. Its relatively simple systems and emphasis on bulk transportation made it well suited to the expanding orbital mining industry of the mid-21st century.
The OTS M2 remained in widespread service for several decades. By 2061, however, it has become increasingly obsolete following the introduction of the OTS M3. The M3 retained the M2's role as a heavy orbital transporter while introducing a significantly more modular architecture, allowing a wider variety of cargo, equipment, and mission modules to be fitted to the same basic spacecraft.
Although largely superseded by the M3 by 2061, OTS M2 "Camel" spacecraft remains a common sight throughout Earth's orbital infrastructure. Their long service life, large cargo capacity, and established support network meant that many continued operating well beyond their intended service period.
Ian has a problem. A spaceship with a case of exsplodiness. A spacesuit that can't take him home. Ventral port gasses. But with a positive attitude and a little bit of ... oh, who are we kidding -- this guy is screwed!
FLUNG by Jason E Raines is out now on Webtoons, Tapas, GlobalComix or in widescreen Epic Format at www.stardog.tv!
Greeting captains! I'm indie developer of Housefall, the game where you start with a small fleet and eventually grow into a powerful faction and defend the galaxy against an extraterrestrial threat. But this post is NOT about my game promotion, but rather the model I did ;)
That's my first experience working in Blender, though I do understand that is pretty bad, I still need to have some testing model for my game. I would like to ask the community for help and tips regarding articles and books which I have to read and tools I should to learn beside Blender & Photoshop.
Perhaps geometry isn't a big issue, at the end for this model I didn't spend a lot of time, but I found texturing quite tricky! My models suppose to be under 10000 vertices and I'm wondering if I should try to make high poly and then bake it to low poly? Or is it better to buy some more advanced tools such Substance painter? I basically need the following textures: AO+Roughness+Metallic (one texture), Normal / bump map, albedo texture, so that's mean I need tools for creating such details.