please don’t be offended that i start my projects in sketchup then transfer them to work on final details and rendering, it makes the modelling process far more intuitive for me.
ok so here’s how it currently is:
i’m working on a sci fi model which will shortly be transferred into blender for redndering. i’m a bit stuck with designs. one of the key issues is uncertainty about how to design some of the engine parts. i want to preserve the key elements of the design i show here but am struggling to fit the booster engines(in those pods above the rear), for physical reasons i’m going to need thrust vectoring so that my boosters can angle up such that their thrust vector points through the centre of mass(which i am saying is at the craft’s middle on the x(left right) axis, at the same height as the centre of it’s main primary engines on the z(up down) axis and somewhere just forward of the centre of the turret on the y(forward back axis). ). problem is i just cannot get the boosters to look right. also looking for general (hard-ish)sci fi craft(this is a small but very fast and tough fighter if that helps, in a universe with ramjet technology, hyperspace drives and an “supermetal” allowing for greater strength and temperature tolerance of various starship components, it has graviton based acceleration damping so as not to kill the pilot when the engines are fired for a full power burn. she is an ftl, vtol, ssto, bussard ramjet(the joy of acronyms lol)) design tips and hints to improve the realism(dirt, grime, scuff marks, other real imperfections) when imported to blender.
unless they’re extraordinarily excellent(by my judgement) i don’t wan’t plans for complete reworkings. just detail improvement. could use tips asap.
wip images are here(once again apologies they are not in blender)
(this one is a big file with high res but i think the forum cut it down a bit)
going to have to go onto another post for more pics
p.s. moderators, if you think this is in thw wrong section feel free to move it.