Design: CRS-Class Cruiser
A frontal, wireframe view of the ship, showing that despite the smooth design, there is unavoidable dense topology to retain that.
One of the most intensive commissions I have had is this ship- a replica of the CRS-Class ship from Halo. This ship challenged my smooth-surface modelling abilities, and also was a test of my patience, as I also had to develop a full interior for the ship that would fit the design style. The initial development of the ship was focused on the gameplay and requirements for it, including any modifications to its size, interior, or capabilities. In the end, the ship was scaled up slightly and had its lower hangar bay redesigned to accommodate larger craft. Additionally, entrances were added on the top of the ship for boarding possibilities. The interior of the ship was completely designed from scratch and was developed for boarding and defence in actual gameplay.
Once the modelling of the ship began, my process was essentially going between references, modifying the base form of the ship until it fit well and until its modifications were aesthetically appealing. Once the base of the ship was done, I determined it would be best to go through entire detail passes for the ship, as the smooth design of the ship ensured that any changes in design style through the design would be apparent, so it would be best to maintain cohesion from the get-go. After a few major detailing rounds, I went through with minor details and places that looked strange, to detail those more. I also made sure to hollow out the hangar area and work on the doors in these passes, so I wouldn’t have to go back later and add functionality to the hangar.
The ship’s interior was the most difficult component- after modelling the exterior, I created multiple extensive interior modelling sets, as well as multiple props to scatter throughout the interior. Once I had these finished, which took weeks for each, I imported them and tweaked the interior design for about a week. In this design, I added vents, entrances, large bays, connecting hallways, and multiple other things- while ensuring there would be a good split between attackers and defenders in the design.
A main frontal image of the ship, showing the full design and the layers of detail throughout it.
A close up back view of the ship, showing the smooth, stable design flow throughout the ship’s model, without any overconcentration or awkward areas
An Image of the ship from the bottom, showing the cohesive smooth flow between sections, and the more industrialized hangar areas under the wings and neck of the ship
Various interior shots, showing different parts of the ship in different stages of development. Every asset in the ship was hand-modelled, textured, and imported by me.