>Sorry for spamming the thread with my shit.
I wouldn't even dream of classifying your posts as spam. This thread exists just for discussing one's own mods before public release! You shouldn't feel sorry at all!
>080.jpg
You're killing me with nostalgia, man! XD Don't do that!
jk. i'd actually be interested in viewing more views of the lego ship! <3 When i used to make things with it there weren't so many sloped pieces! I don't have any of those grey 2x1x2 slope pieces used on the back, for instance. D: Are those holes or a sticker?
>I haven't yet done some of the things he suggested
You don't have to do them, eh! I mean, when i made that sketch i started from a not-necessarily-true premise: "the thrusters are at the same height of the back part."
I mean, i don't think i should be considered as some sort of authority on ship design or some shit!!! o_o I won't take it personally if you choose not to follow advice i might've given!! Just wanted to let you know. XD
>The angled "gap" section is kind of to show that the two sides of the ship slope downwards, but I'm considering removing it--or just moving it, too.
I like it! It already gives the idea of the slope, but I understand how the whole [perspective on FTL ships] is a delicate matter! To show off cylinders, the praxis is to make some of its lines curved, even if the top-down representation of the rest of the ship hints that said lines should be straight. : \ I too am often torn by this duality of representation in ships' hulls.
In my first ship I represented cylindrical shapes with curved lines. I tried to avoid doing it since then because it kind of bothered me. XD
I mean, if the moke had to be depicted from the side and you based yourself on its sprite, it would look
like this. >_> That's what bothers me.
(I realise this whole thing is stupid since nobody would have reason to do that, but still..!)
What i meant to say since the beginning of this period is: the shades of the ship, in the end, should be enough to tell the inclination of its parts!
If i had to think about it, the current sprite of yours could look like this if viewed from the side:
I mean, If you want those angles to be of 90°, then the ship shouldn't be considered parallel to the ground.
If that's true, you should show the height of each part that is parallel to the hull.
Now, I hope nobody else would overthink this so much, but for me it's hard to make a truly consistent sprite if two things on the same plane look like they're inclined differently. :V
In any case, nobody gives the utmost shit about this stuff! "Consistency" doesn't really matter that much. Take the moke as an example. Its hull mixes axonometric and perspective projections elements, but nobody gave the littlest crap! Just do whatever you think looks best and it'll be a-okay!
When in doubt, don't hesitate to ask the opinion of other humans, like us! But remember that ultimately it's always up to you.
TL;DR: that gap is cool and already makes it look like the ship is sloped, but it might lead to errors from a strictly axonometric standpoint. Nobody will give a shit about it, but consider that after shading the hull you won't need such shenanigans to achieve the same effect. In any case, you can use whatever shenanigan you want if you think it's good!
PS: I realise the way I explain things might be cryptic as fuck! I am so, SO sorry!

Trying to translate concepts and [not being a really good communicator in general] don't really help!! I swear that I try my best! XD
Also, here's a link about
axonometric projections. There might be good info inside!
PPS: You should look at *good* dithering rather than mine!

i've always tried to imitate the dithering seen on FTL Remastered ships. It's the best i've seen so far! Links:
http://www.ftlgame.com/forum/viewtopic. ... red#p55066
http://www.ftlgame.com/forum/viewtopic. ... =40#p64894
i could probably masturbate to those hulls ;_;
"ew, taxi! eeewwww!!!!"
yes, i know. It's just that they are SO GOOD HHNNGG!!!
pls dont take me seriously