It's hard to define this exactly. I've found myself looking at everyday objects and then frantically scribbling on post-it notes to try to get down some of the information. Another good idea is to use not only a common set of textures between ships in a set, but also common components, even if they are resized, or a common theme. I have a government called the Xanth I'm doing ships for right now, and everything is hexagonal. Quite a different look, but it becomes distinct, and the player will associate that pattern with that government, so they can see a ship they've never seen before and automatically tell whose it is.
Also, don't be afraid to use lighting effects such as point lights where needed, and effectively.
Figure out your form. Do you want to go for an organic, alien look, or a more boxy terran feel?
Try making your initial model out of entirely one type of geometric figure. Render it a few times, and then add new figures, or replace some others with different figures. This can lead to entirely new ideas.
Don't be afraid to capitalize on a mistake. If you make a mistake, but you like the results, don't be scared to change the rest of the ship to fit that piece.
Usually each ship will have a geometric figure or series of figures that cahracterize it (i.e. the confed frigate and cruiser, in EV, it was the curved style wings. The rebels, it was the triangular wing close to the hull, and the triangle in general).
Don't be afraid to experiment. One of my most successful ships came with the use of random numbers. I jotted down a series of 10 or 12 numbers between 1 and 20, and created an object based on them. I chose the fifth geometric shape out of the menu, then added the thirteenth transform, and added values into the fields starting from the top, off of my list. The next number was the next transform I added, and so on.
Try thinking of someone you know well, and design a ship that you think they'd fly, that matches their personality. Then add some more in the same style and make a series.
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Gage Stryker,
Purveyor of missing links.
This post is subject to all the protections and benifits of the posting code
It's coming - (url="http://"http://www26.brinkster.com/bdprod/index.html")Visible Menace for EVO!(/url) Current as of 03/21/02 | | v 0.2.7 | | 12.5 MB | | 42% to Beta