This is the L.E.V Yorktown, another ship design for a client like the previous blog. This one took a little longer though, about two weeks for both the exterior and interior. She is a fairly detailed ship with detailed hull, fully modeled bridge as well as about 42 individual smaller cabins behind those windows.
Another unique design for a client. The Parallax mothership, a ship controlled by an AI that has been on the run for many years. The ship is home to over 100.000 passengers and is more than two kilometers long.
I also had to design the AI's control room. A rugged dark space that is home to the AI itself. Each computer core surrouding the control area.
Hi there folks! Besides Hyperventila launching on Steam, I've been doing more and more design commissions for people (gotta pay the bills somehow) and I'd like to just highlight some of my most recent work. Who knows maybe you'll like what you see and commission a design of your own.
M an t h a Q u a d c o p t e r
This project already rather stands out on its own by being a little more unusual than what I am usually asked to design. A client from Singapore contacted me to design their one-man quadcopter that they may even put into production one day.
It had to be light but also enclosed and not higher than two meters. The design was to be used for promotional shots and to pitch to investors.
The job continued with additional requirements for animation and adding a character + helmet. This took a bit longer but was a fun challenge nonetheless. Here you can see the two finished animations:
Additional animations are planned for this job but seeing as that I was charging less than a tenth of what I should have been charging on Fiverr, I'll have to drive the price up for the next one.
M a r s C o i n
One of my first commisions ever back in 2014, when this cryptocurrency was just starting out, I was asked to design the official coin for MARS. While perhaps not my best logo design ever they kept it all these years and even recently asked me to design an animated icon for their Discord community.
What better way to celebrate the launch of their Discord community than with a rocket launch.
F r o m T h e V 3 D A r c h i v e s
Now, besides creating new works of art, I've been looking back on my older designs and some of them really deserved a better render.
I also wanted to compile a video highlighting my best work in the field of spacecraft and prop design, so I embarked on the arduous quest of importing these old trueSpace models into Blender, setting them up with new materials and giving them a new render.
Which brings me to the next project...
B r i c k L a u n c h e r
T h e F u t u r e
It's been a while since the last blog post. Been super busy with Hyperventila, it's quite a project and while I need to release soon I still decided to add multiplayer, mainly since it seems more doable in the short time frame I have leading up to release.
One element of the new multiplayer mode is the mini-games people will have to complete in order to survive and win the game. One such game requires a space rat and a trap, that I built today.
Hyperventila is progressing at an alarming pace. Here are some screenshots and renders from the last few months:
More updates will follow soon!
In other news I also made a quick render for the latest U3DA modeling challenge "Impossible Object":
I also revisited my old NH90 Helicopter model and imported it into Blender for am updated render:
We're currently running an IndieGogo campaign for the game. Check it out if it sounds like something you may be interested in!
Hyperventila is a narrative-driven open world RPG set in the Hyperventila galaxy. A world of disreputable space bars, rogue traders and totalitarian space empires.
Fans of the classic 70s and 80s era of science fiction films would find themselves right at home in this universe. Jump in your spacecraft and immerse yourself among the stars.
Hyperventila will become playable on Steam and other online retailers, January 2021.
What is this about secret moon bases now? It's another challenge entry for this year's U3DA Holiday challenge. Other entries from previous years include a Dragon Santa and scary Skeleton Santa.
Made in trueSpace and BlenderForArtists. It seems that the logo I mashed together for the challenge is the highlight of the image from what I've heard from people who viewed the image.
I think the biggest inspiration for this project was oddly enough the movie Iron Sky, which was about Nazis on the moon. I feel like you can sort of see that in this original test render that I did:
All this work in Blender has mainly been for Hyperventila though, starting with a beauty render of the GCP Patrol Car and with the last render being the Inter-Corp "Tracker":
Hyperventila has seen many updates in the last months, most of which can be found on the Hyperventila Discord.
Now off to Christmas in Italy. Until next time!
For this months United 3D Artists forum modeling challenge, I present China's secret weapon: The Red Mist jet aircraft.
It's a silly concept of course but that's what you get when I get to come up with the theme for a modeling contest.
It was a fun model to work on but maybe, with working on Hyperventila and all that maybe I should have gone a bit more easy on work this weekend.
This week has mainly been getting the Shipyard in Hyperventila to work. I finished the interior model last week.
The other big pain in the butt was the video production aspect being producing the latest two Hyperventila Showcases. Windows no longer comes with its own video editor so I had to download one from the internet, I ended up using Shotcut which while OK for my needs (it renders fast and the quality is quite good as far as I can tell).
Here you can see the shipyard in action:
I still want to produce better video content, and to be honest, coming from doing my old YouTube let's plays, I thought it would be a lot easier but I don't think I've quite gotten used to the limitations I currently have to deal with.
My old powerhouse of a computer is out of reach and I don't even have an external monitor to extend my small 13" laptop display. On top of that both my gaming mice are dying with both of them being almost unable to left-click any more (thank you trueSpace for wearing out my left-clicks).
It's not all bad though. This little HP Spectre x360 that I'm now doing all my work on is still really powerful for a PC of its size. I still suspect it has some cooling issues that it had from the start but at least it keeps my legs warm.
That's it for this blog.
As always, have a nice day!
Introducing one of the larger structures in the game, the shipyard. This is where you will be able to repair, upgrade and purchase new ships.
Hyperventila has come quite a bit further since last I posted an update on here. Having launched a Patreon, Discord Server and Twitter account I can now say that Hyperventila is really out there.
Other recent updates include a ship builder/level editor and proper dialogue and questing.
That's it for this quick update.
See you in the next blog or possibly on one of the social medias!
Still the game is this ever evolving program turning around the axis of an idea in my head. There really hasn't been as much progress as I would have liked in the past month. Technical setbacks plagued my infantile programming and as of late another big change has been consuming a lot of my time; namely, an entire redesign of the artstyle and feel of the game.
It has been a long time coming, I've been toying with various styles for months but now my mind is more or less made up. The original artstyle, not unlike that of the game FTL: Faster Than Light, was just that; based on two ship designs I had laying around from a mod I made for FTL. Well no more, while the 2D style was far more time efficient than making 3D models the style of old science fiction movies just suits this project so much more and I am a lot more confortable doing designs in 3D than in 2D.
Of course the top down mechanics of the game remain. This visual change isn't going suddenly make the game in full 3D, no matter how much I'd like that.
No, the extent of the change doesn't go that far unfortunately.
Additional new features include some space scavenging for items that can be found floating around in space as well as the occasional lost escape pod.
That's the latest of updates on the game development of HyperVentila: The Game.
Until Next Time!
Hello again, blog. Yes, Edinburgh is still there but I'm not. Following Ilaria to her new job, I've found myself down there in southern England again, in London town.
It is here that I will be spending the next year or so. We've got a place in the Surrey Quays area that while kind of breaking left and right still is nice and cosy and it's not too noisy despite the air traffic in London looking something like out of The Jetsons.
As for the game... it's coming along. I have mainly been working on getting the ship and station interiors to work but I've got a new ship design to reveal and a fully interactive tactical map for all your scanning, navigation and missile launching needs.
Check out the brand new website at HyperVentila.com.
That's it for this blog. I wonder what I'll write in the next one...
The VITRIOL 3D Blog
My name is Tymen, an illustrator originally from the Netherlands.
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