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Haha Thanks! Which part? Honestly I feel as if I'll never make another ship on the same level as Odessa or Indominus (maybe I'm being apprehensive, maybe just unsure of the future). I really hope that my next ships are top level. You never know until you put them up on the workshop. I have another CV that will be making its debut on here in a week or so. I guess time will tell...
I'd love to do a building Youtube video, but I take my sweet ass time and get inspiration slowly, unlike the other Youtubers that can pump them out in 3 or 4 streams. My process is too long and I start other ships. I tend to have like 3-4 ships on the go, and sometimes I get deep into a build just to realize that it wouldn't work, so I have like 4 ships 3/4 of the way done that may never be seen.
Its such an art form, and everyone has a different process I suppose. Just don't feel bad for making a ship and then hating it and wanting to start over. Of those ships that may never see the workshop, I still use the really creative parts of them on other builds. So I have a "pallet" of areas / sections / LCD's from different ships that, in their entirety, are unusable (possibly due to new RE updates, or just trying new ideas out, etc). Inspiration comes in all forms my friend! I also get inspiration from parts of all sorts of Sci fi ships. Just parts sometimes. Certain style choices of a ship here, a ship there. Empyrion doesn't have the breadth of blocks to pull off a lot of Sci fi ships in their entirety.
I wish you well on your ship building journey! I hope you have some amazing experiences with Odessa on your journey through the vast expanse. Cheers!
This is a beautiful ship, with some very nice block work. I liked your:
- Hidden side entrances
- Not being afraid to ignore edge blocks for windows
- Asymmetric architecture, and employing abnormal textures (stone & fungus).
- Designing space for your feng shui, not necessarily strict utility.
- The drop-down cockpit. Such an interesting design.
- Extensive use of custom LCDs.
Well done! I do have some concerns, though:
1. The boarding ramp doesn't touch the ground. Perhaps switch your landing gears to the 1-block variant so the boarding ramp reaches? This is invaluable when landing on high-grav planets.
2. There's so much light, that you haven't left room for shadow. When everything is brightly lit, there's no contrast, and your eye loses depth-perception. Shadows can be beautiful too! I encourage you to light your space with as few light sources as possible (for performance reasons), and always use spotlight mode so light doesn't travel between floors.
... Omitting this, everything gets a kind of global ambient light that makes everything look flat.
3. Just because something should be black doesn't mean it should be literally black. I feel as though a lot of the excess lighting is due to a desire to make the black blocks visible. Try various shades of gray (I usually play with 8). This makes it easier to see what your walking on, without blowing out your lights.
4. I'm not sure how much you've played with it, but building up a custom color-palette to give you better control of the look of your ships is a huge boon. Perhaps try color.adobe.com for complementary/analogous color palettes?
5. While I hold no gripes with the use of borderless windows elsewhere, the landing bay would probably benefit from it. It needs just a bit more concrete visual communication to make it clear what you're looking at to make it user-friendly.
Regardless, good work!
@Nexus Thank you! Ya, I don't get it. Who knows..
Good job and well done with all the LCD work, Truly Genius! (awarded Michelangelo)