Low-Poly Aircraft Carrier

Cover image for Low-Poly Aircraft Carrier

This is a legacy page such that art I created prior to 2023 is still accessible. I have since moved on to more interactive and generative art. Unfortunately, this means some intended content (such as image comparisons, videos, and 3D interactive preview elements) are not accessible here, and copy text likely contains errors. My Artstation page contains more detailed writeups and embeds.

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    Deck render with the C-2 galaxy

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    Quick deck render accentuating the fact that I forgot to lower everything all the way down onto the deck

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    Render of the Hangar with new models + Lighting

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    New feature render with updated models and lights (old one 3 slides later)

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    4k cycles render with a sunset hdri that I quickly made.

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    Top down (Orthographic) view of the entire model. This could be used for a minimap when the player is on the upper deck.

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    A hyperrealistic render of the deck I did for fun

  • Timelapse of making the carrier; At least the first parts...

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    Top Down (Orthographic) view of just the hold/hangar area. Could be used for a map view when player is in lower level.

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    4k render from a bit earlier in with smooth water made using an ocean modifier.

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    Cycles render of the inside of the hold/hangar area. Much will be changed here in terms of objects and scaling. (Note that the closest crate is actually brown, just the lighting makes it look oddly colorless)

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    Same as previous, just a quick solid view render

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    Orthographic map view (with pretty bad lighting xD)

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    Orthographic map view for the hangar (even worse lighting)

Modeled with the goal of a low triangle count, this project really helped me improve my low-poly modelling skills. It also served as a very helpful introduction into map making, especially with player navigation in mind. Though certainly not made with graphical beauty in mind, this map certainly holds its own. It also uses a palette to reach its' miniscule file size. The bottom deck features assets of many different types. When looking over the timelapse I took of modelling this project, I realized just how many assets I had to delete because of their high poly counts. Barrels and spherical objects were some of the biggest culprits