wbuxtonva on DeviantArthttps://www.deviantart.com/wbuxtonva/art/The-Chelonian-142669606wbuxtonva

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The Chelonian

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Description

I present the Chelonian. Designed to be a mid range, well armored combat and survey vessel with a crew of three (pilot/coms officer, astrogator/gunner, engineer/gunner). side view. Right is the front, where the cockpit is located and protected by a dome of heavy armor. Out of view in the back of the ship is the main ion drive. for maneuvering purposes there are 8 adjustable smaller ion drives, four near the front and four near the back. each smaller engine has an adjustability of 100 degrees. I've also placed an adjustable twin barrel turret on the top and bottom of the ship, that in tandem can target anything not immediately next to the ship. I'm not sure of the scale yet, but for now I think a man would be about the size of a maneuvering engine. One of the smallest ships with an antimatter reactor large enough to power a ship with balanced power needs and effective FTL drive system. at least thats what it is in it's respective universe. this shot shows all systems deployed, ftl in the back, coms array in the center and rail guns on top and bottom. The FTL drive is quantum ramjet design. wip.

:icongimmefeedback:
what I'd like feedback on is whether or not this design makes sense. other than that any and all feed back is welcome. hope you like it.
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© 2009 - 2024 wbuxtonva
Comments12
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sponkey's avatar
:icongimmefeedback:
First off I'd like to say that this model has been very well thought out. You have a lot of creativity and vision. It seems like everything you have modeled has a function you are trying to showcase. Your attention to detail when it comes to functionality is astonishing. Well (very very) well thought out.

It's obvious there is no texture work done here so I am assuming that this was made to be implemented in other scenes and detailed (with regard to texture work) in a stage or set environment so I'm not going to say anything about that. ;) I'll focus my thoughts on modeling. I have a few thoughts, but the one that stands out the most is how smooth the exterior of the ship is. The shapes are well implemented and thought out, but I feel like it lacks details that would make this model convey the amount of thought you have put into it. Not the whole model lacks this detail the upper and lower guns seem to have had a lot of attention focused on them. It's little things like a "vent" or some dents. Something to break up the shapes from looking so geometric. This can be done SOOOOO many ways so its really up to you. Some things I think could work to break up the geometry are: Perhaps if you found a way to connect the different bodies. You can be really creative here by making them flow into one another or some sort of mechanical clasps, chains, structural support items of some kind.... The point is to bring it all together visually by creating a sense of connection or unification.
An example of another way to break up the geometric feel is to create a way for a viewer to mentally interact with your model. An example would be a viewing port of some kind where the cockpit would be. That could break up the front of the model and give it a bit of distinction. There could be ladders, handles, doors, buttons, anything to create a feeling of familiarity on some level. This really helps draw attention away from basic shapes and gives the viewer something to instantly grasp and understand.

In summary I think you have WONDERFUL vision for your models. If you can bring the complexity of your thoughts to life, your models would be an awesome feat. You have creative vision which is can't be taught. I really do respect that and think its wonderful.