Started blending again, and went with my old UEA (United Earth Aliance) Pelican class destroyer.
Wanted to play with texturing first. And fix up all the crappy UV work I did in the past
So still a few things to fix (texture wise and UV).
Now can someone tell me what is the best way to edit linked materials? I don’t want to keep editing a file with materials, then reload the mesh to test it out. Be cool if I can directly update material file from within the ship file.
Haven’t though of Prometheus, but I can see it now.
Honeslty the design came from the shape of a pencil of all things The side squares are modules that can be replaced. Like docking port, sensor module, weapon payload, other (which I haven’t designed yet) each ship can be configured for specific function but in the end they will look similar.
But the more I work on the ship, the less I like the 3 main cannons on top, and even the small turrets. (will post close up shots of them), and already working on replacing the main gun. more images to follow.
Didn’t like the main cannon. looks too wimpy for the ship.
closes to farthest
Small defense turret. due to its smaller size it can quickly rotate and target smaller targets. point defense.
might still redesign this
Large cannon - Original cannons… feels wrong for the ship.
Replacement for the Large cannon (or make it smaller for the Small Defense Turret
The potential main cannon. longer design (still working on it)…
Second pic shows 3 and 4 cannons in front and back of the bridge area.
Along with the “3” turret scaled down as small defense turret (bottom left of image)
Textures… still working on that since I was horrible at them. Originally I downloaded a texture from another site, and honeslty my ship would look more impressive if I used that. But my goal with this ship is that it gives me training on various aspects. Modeling, Lighting and texturing.
Overall the hull texture is simple boxed shapes, then used bump node to give it depth. And just mixing around. Same goes with glossy.
I’ll post the panel render a bit closer, and some node setups I used to give you some ideas.
Can you build in some self-illumination? Not red/green markers, but Enterprise type illumination or, what I think of when I see this, BSG.
Real space lighting would be pretty awful unless you were flying next to lots of reflective surfaces/planets, or other ships. There is a big spaceship thread you can reference. That guy has it nailed down.
It seems I already seen his video and based this render a bit on it. And agreed, when near a planet, it woudl be very well lit. I’m thinking more of deeper space for this shot.
For my cannons, being linked instances. when I make proxy only one null works on all cannons. Though this was supposed to be fixed (or is it only armature only?)