Long time friend and fan of this galactically infamous blogzone, William Shatner, may also be popping in to help prop up and attempt to lend some credibility to my uncouth act so keep an eye out for that!
So, this is about where we left our spacecraft, somewhere in Golden Gate Park (don't worry, it's cloaked and I'm sure for the duration of the article no one will accidentally walk into it or anything)... I think it looks pretty good so far, but then I would...
|Keen eyes will occasionally spot the odd floating greeble in these WIP pics, truth is my projects are often surrounded by a cloud of spare parts, usually all hidden in renders...|
But as this turns out, after some discussion with my client, it was really more detail than needed for the smaller vessel. Does this mean I had wasted time? No - as the extra detail would be up-scaled to supplement the ludicrously detailed CCS Class Battle-Cruiser. The following pic is the stripped-down model which became the small Covenant Cruiser (new readers will be really confused by this point, so go back and read part one!)
|Uhuruhu, read part one to me, Sulu, images on main viewer - and stop b*tching about me on Howard Stern. I, William T Kirkner, am intensely interested in this article.|
|The worlds largest Oil Tanker, Knock Nevis, was built in the year of your correspondents birth, though he's managed to outlive it by at least 3 years at this point, the Sinister Men in Black may be closing in as we speak...|
A great way to add scale is to add features that are instantly recognisable as having a certain size, by our everyday experiences. Because we're used to seeing a large building from far away our brains instantly associate a row of windows with a room or a corridor - a space large enough to hold a person. The idea is to trick our brains based on our own experience of the world around us, this instantly ups the perceived scale. I clumsily call these details 'human scale features' - Such things might include windows, airlocks, hand holds, ladders, exterior lights, vending machines, etc. Anything that relates to the viewers direct real life experience helps sell that sense of scale.
|What the... Incoming communication you say? I was just getting into this Blog, now you ruin it with an interruption? Oh, hey I'm helping host the Oscars, Honestly I was just hanging around on my Bridge in my uniform, like I do every Sunday.|
So, a large spacecraft is really more of an environment than a vehicle, thinking city or industrial complex rather than spacecraft helps to get a handle on the scale, this is a little beyond "Greebling" itself, A greeble as some will be familiar with, according to the makers of Star Wars being:"Something that looks cool but doesn't actually do anything." And lets face it, they probably knew what they were talking about.
The purpose of human scale features by contrast is that they have an obvious and familiar purpose and definate size, thereby giving the viewer something to relate to - because a window can only be so large, whereas a greeble is somewhat fractal in nature. Capiche?
|A little patchy and experimental, but this first tentative area gives me an idea of where I need to go with the rest of it, the model will never look finished, or unified without a similar level of detail over e v e r y t h i n g.|
|It's also important to see how it looks close-up, I don't know what shots it will be used in, but I wanted to give the Director the ability to use the model in many ways.|
If only all I had to worry about were which actresses in the audience had exposed their anatomies on film for money, and sing a song about it for enormous amounts of money.
*I apologise for the possible mis-use of a semi-colon.
**I have no idea where he hides his earnings.