recently i wanted to try and model a spaceship. i want to make one with interior and exterior. (like spaceships in star citizen.) But i dont know how to start working on it. Do i first build the interior and thzn build the exterior around it ? or reversed ? also how does one design interior if there is already an exterior. my goal is to maybe implement this in a game engine so i can walk around inside of it. i tried looking for this on google but i only got results that show how to make a spaceship but withoud interior. or interiors alone. does someone know how to make this ? or does someone have a tutorial i can use to learn from ? thanks in advanced.
When you have two elements of any sort that rely on each other to make sense, whether they be interior and exterior of a spaceship, or the design of two opposing asymmetric factions, a standard way to do it is to build both things in parallel.
For a spaceship, that could be: block out the basic forms of a cool exterior in half an hour or something, then make space for the rooms inside. Notice that you forgot a restroom or a cargo compartment, add those, and reshape the exterior to match. See that the exterior doesn't look as cool any more, and adjust it. Then go back to the interior and squeeze things in. Go back and forth a few times, and then when you're satisfied with the layouts you can polish them each up with a lot of details. When you get more practice with how adjusting the exterior affects the interior, you won't need to go back and forth so many times to get something you're happy with.
If you're new to modelling complex game assets and environments, this might be a good way to go: you can start modelling either the interior or the exterior, and switch back and forth between them as your work on one gives you ideas for what to do next in the other. The two don't have to match perfectly, just close enough that the player deems it plausible that they're the same structure, which gives you a lot of wiggle room to change your mind or make mistakes along the way.
If you need your interior and exterior to match perfectly - if Tardising it would be noticeable to the player, or just antithetical to your design direction - then I'd suggest not starting in modelling software at all. Start on paper, drafting a blueprint for your ship and its various requirements. Once you have a solid plan in place, then you can start modelling any part of it you choose.
In this series we'll be covering the entire process of creating the cargo spaceship from scratch, including modelling, weathering, decals, lighting, rendering and a bit of simple animation to bring it to life.
Hey, Simon from PidgeonTools here! This is the first episode of our tutorial series: "How to model a GIANT Spaceship in Blender!" This episode is about getting the right references! : ) Make sure to subscribe to not miss future tutorials from this series!
I use jmonkeyengine and I downloaded a spaceship model from blendswap and converted it to j3o to load it with jmonkeyengine for a space scene where I can control the ship and travel around. However the spaceship is not loaded. The space and planets appear but I want the spaceship to be what the player controls and not first-person like it appears.
The spaceship I took from here and converted to jme3:s binary format j3o and added to the game, but I'm obviously not doing everything to make it appear in the scene. I've gotten this far in the jmonkeyengine IDE but then when I load it in Eclipse it doesn't work so I'm trying to create the scene with the jmonkeyengine IDE first.
We've all watched a sci-fi movie and wished we could be part of it (wall-e anyone?), and whilst creating your own scene isn't reality it's the next best thing. In this greeble tutorial you'll learn how to create your own spaceship corridor using arrays, mirrors and whole lot of modelling.
In my first and second post above, I had assumed the linked blend asset used images textures. However, after taking a look at the file I discovered it was using raw Material: Diffuse Colors. This process was easily remedied by baking the Diffuse Colors to an image texture. I also used a duplicate of the original spaceship model with the difference of using only a singular material that is set to use only the baked texture as its color source.
A greeble (/ˈɡriːbliː/ GREE-blee), or "nurnies", is a part harvested from plastic modeling kits to be applied to an original model as a detail element. The practice of using parts in this manner is called "kitbashing".[1]
The term "greeblies" was first used by effects artists at Industrial Light & Magic in the 1970s to refer to small details added to models. According to model designer and fabricator Adam Savage, George Lucas, Industrial Light & Magic's founder, coined the term "Greeble".[2] Ron Thornton is widely believed to have coined the term "nurnies" referring to CGI technical detail that his company Foundation Imaging produced for the Babylon 5 series,[1] while the model-making team of 2001: A Space Odyssey referred to them as "wiggets".[3]
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