Kazi & Alfonso: Is this more or less the effect you guys were thinking of? (two to three)
mendonca, if you are still lingering around, I've followed your advice and put it in the game. It looks better in game than out; a dark background does it some favours; as does the bright contrast the engine lights offer.
The concept I've gone with is that it is a blockade runner. Good top speed, a burndrive, average maneuverability, good survivability (shield, armor, and pd coverage), poor damage output. Moderate cargo, +1 burn speed for it's size.
TBH, I still prefer the second iteration over the others, though there is some value in the shading in number three, it kinda loses something I can't put my finger on. I dropped the saturation in light of it's almost taxi corloured hull plating bothering me, increased the brightness of the cyan light details (the engine flares in-game informed the decision). I am in two minds about the colored greeble detailing in number four.
If you have an opinion let me know, good or bad, agree or disagree. Let me know what you think.
Re:Alphonso
I agree with your statement about details with your concept. Perhaps looking at the Aurora/Medusa may help inform the right balance of smooth lines to greebling? Perhaps less high contrast details on the hull and focus the detailing on the spaces between. I really like the details you've applied on the dark fins behind the bridge. The greebles on either side of the bridge appear to sit a little higher than the turret mounts, perhaps accentuating the shape of the mount around their circumference will address this if it is unintentional. It is a cool concept, I'd like to see where it ends up