Here is the final set of orthos and specs for the Minotaur class Heavy Battlecruiser. She’s proven to be a fairly popular design, and I’ve had Kenneth Emerson of Bridge Commander 2 (an indie sequel to the Activision classic, based on the UE4 game engine) as well as Mike Bremer of the live action sim Starbase 400 approach me to use the design in their ship database.
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.
This fellow is another addition to my “Creatures” series… Snapped a few pics of some crabs and lobsters for sale at 99 Ranch, whipped up a mesh on the ol’ iPad and the rest is history. Oh, btw, if you’re looking for 360 degree panoramas to use as backgrounds in your visualizations, search Flickr for “equirectangular” for some awesome and very usable results.
FTL effect for Norvan Corvette spacecraft. Modeling, animation and rendering was done in Blender/Cycles, background is a cube map from Space Engine (awesome program) and the effects were all created in Adobe After Effects. This is a followup to a lo-qual test I did a few days ago. I might do one more re-render just to get rid of the aliased lines and cut back on the light noise, but overall I’m pretty happy with it.
I’m very excited about some of the things I’ve learned in modeling this ship. The stable release of Blender 2.57 has been available for a couple weeks now, so if you don’t have it yet it’s definitely worth a download. They’ve added some pretty impressive fixes and new features, and this may be the very first ship I’ve been able to model that exactly matches the concept in my head. Anyway, there’s more I could say about this one, but I’ll just post these pics and let you feast your eyes:
I did these quite awhile ago and meant to post them, but oh well… A few renders of my initial Zynecherian face, modeled in Sculptris and textured/rendered in Blender. I guess I’ll post some concept sketches as well. Enjoy! Need to continue work on this one, but I might just have to switch over to Messiah Studio, to which I recently scored a discounted license.
Of the major races, the Coludabans are the ones I’ve spent the least time on, probably because I sense them ultimately being the most complex. They’re the most advanced by far, and their outward appearance will be the most varied. This ship looks the part of your typical post-TNG sci fi spaceship, but I think there are some elements to the design that will ultimately give the Coludabans a distinct flair. I want to give the hull a new material, though, because it seems like they would have more advanced alloys and better manufacturing techniques, and would have a smoother, tileless hull, rather than the utilitarian feel of this texture. Also, the Norvans, who are second in tech prowess, have much more advanced-looking ships than this, so I might go back to the drawing board altogether. Anyhoo, here it is: