![eve valkyrie ships eve valkyrie ships](https://cdn.cloudflare.steamstatic.com/steam/apps/700800/ss_696fe4c3ce7ded2e3820c47f141834fc45099efb.1920x1080.jpg)
![eve valkyrie ships eve valkyrie ships](https://uploadvr.com/wp-content/uploads/2016/03/Eve-Valkyrie-ship-image.jpg)
Afterwards, the asset gets unwrapped so textures can be created and applied. It all depends on the asset and the amount of time I have to spend. I tend to add the fine details in Zbrush (a super-fun 3D sculpting package), Substance or DDo. The asset (or ship in this case) is usually built to its most basic form, that’s minus all the small details. We start by blocking in the main forms with 3ds Max being our main program and that is where the bulk of the work is done. When 3D artists get the concepts, this is where our main work begins. Once this stage is over, we (the 3D artists) turn concepts into 3D assets, which are then implemented into the game.Īfter the initial idea, what’s the next step in getting the design from paper into a workable form for the game designers? What are the tools you use in these initial stages? There is always a back-and-forth element to this process to ensure the designs make sense. The concept artist will then create block outs and drawings. They design what the ship’s attributes are, talk about ideas and pass them over to the concept artist. Like with most things, the ship designs start with the game designers. Where do you begin when designing a Valkyrie ship? Sketch? EVE blueprint? Just a flash of inspiration? Forums such as Polycount and Gameartisans helped hugely as there is a great community that is always willing to lend a hand. When that ended, it was all about portfolio building in between part time jobs. After two years of traditional training, I decided that 3D was the route for me and went to University to study Digital Media. I realised that this was a realistic opportunity to really apply myself. I remember being surrounded by like-minded individuals. I always wanted to work in a creative environment. I thought to myself "I’d love to have a career in this sort of thing." I had no idea what that involved back then, but the seeds were sown.ĭid you always want to work in 3D design or are you from an illustrative/fine art background? What’s been your journey? Games like Resident Evil looked great at the time. When the PlayStation launched, games got more mature and started to really hit the mainstream. At a young age, it was all about playing the latest games I could get my hands on. I’ve always been hopelessly addicted to videogames. What inspired you to follow the path to what you do now? Admittedly we haven’t done the research but we’re pretty sure spaceship design isn’t on the average national school curriculum.
![eve valkyrie ships eve valkyrie ships](https://web.ccpgamescdn.com/evevalkyrie/web/images/thumbs/512/medusa.jpg)
EVE VALKYRIE SHIPS SERIES
For the latest in our series of developer focused interviews, we caught up with Chung to find out how one might become a spaceship designer in the first place and the process involved in getting our beloved Valkyrie ‘kites’ from the drawing board out into the void. Thankfully, we have people like Chung Wong, member of CCP's Newcastle development team and designer extraordinaire of space craft. Let’s face it, a Valkyrie pilot without a ship is like a plumber without a wrench… useless.