Here is something from awhile back– my first 3D-printed model… This, like many of my other models, this ship started with a dorsal concept drawing. I then painted the texture in Photoshop, modeled and rendered in Blender and sent a refined version off to Shapeways to have it printed. I was largely ignorant of the requirements for 3D-printing, so this model was not smoothed and lacked even the limited amount of detail I could have created with a displacement map.
Digital texture paint:
A few Renders:
Some images of the 3D printed version:
A short flyby clip:
Did a bit more quick modeling today. I’m probably going to add more detail and do an animation, but this is what I’ve got for now…
A short animation:
The Skybox I used– I’m telling you guys, try out Space Engine. It’s not complete, but it is an extremely useful tool for space artists:
Update: I recently uploaded the model to Sketchfab, so here’s a 3D version for your viewing pleasure:
A ship I’ve been slowly-but-surely perfecting this week. Based on one of the drawings in my last entry, I followed a similar process to the Zynecherian corvette I posted here. I scanned an original drawing, painted it in Procreate and Photoshop, created some of the decals and greebles in Autodesk Graphic, and did all the modeling, materials, animation and rendering in Blender. I’m still zeroing in on the perfect metallic/painted substance for the hull, but I feel like it has a decent level of realism. I actually may use this model for a more complex animation, such as a dogfight or a crash. Not sure what race this vessel belongs to, maybe Donshunan?
Anyway, here is the original concept (drawn by hand and painted in Procreate):
…and the decals (drawn in Autodesk Graphic):
The skyboxes (the first was rendered in Space Engine and turned into a panorama in Blender, and the second was created in Blender using noise and volumetrics):
Finally, here are some animations I rendered in Blender:
Here are a number of ship concepts I doodled on graph paper pads at work. Many of these have been since turned into 3D models, but I thought I would post these because they look pretty cool all together:
I’m working on a third set, and I’ll be posting individual ship renders as I complete the models.
This is one of my favorite Star Trek webseries– the premise is “Ships of the Line Online”, or a comprehensive guide to all of the ships and tech seen both on and off-screen. Captain Foley, Commander Cockings and their guests, who range from NX-01 designer Doug Drexler to Josh Spencer of FASA, discuss the in-universe statistics of each ship (such as maximum warp speed and the location of the bowling alley/saunas) as well as the real-world considerations that went into each design project (Gene Roddenberry signed off on an upside-down Reliant concept drawing that came across his desk, thus altering the course of history). As part of their first anniversary celebration, I was invited to provide some music for a series of “what-if…?” animation shorts to promote the show. Here they are:
Enterprise D and Botany Bay:
Titan and Vor’cha:
Defiant Calls in Reinforcements:
Enterprise A and Excelsior:
We have been working together to produce more shorts, and as they are released, I will link to them here on Last Age.
Be sure to visit the Trekyards website:
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Patronize them on Patreon:
Based on a pencil sketch on graph paper, I ran this through a Photoshop Actions template I created (to remove the lines, increase the contrast and create symmetry). I used Procreate to paint the texture on my iPad.
Modeling, material and rendering were done in Blender3D. I plan to use either Illustrator or Autodesk Graphic to clean up the lines, create some greebles and a normal map, and better define the technical aspects of the ship.
I was experimenting in Sverchok (a procedural content generation plugin for Blender3D) to develop a method for creating internal decks for a ship. I was fairly successful, but the process as I’ve worked it out so far is a bit tedious and not 100% satisfactory. I’ll be refining it in the future and perhaps creating some convincing cutaways with what I’ve learned.
Link to Sverchok: http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Nodes/Sverchok