Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: ScottFreeCapital on September 07, 2015, 06:36:18 pm

Title: Blender Ship
Post by: ScottFreeCapital on September 07, 2015, 06:36:18 pm
Good evening, everybody. After feeling really disgusted with using Blender (I used to use 3dsmax), I decided to whip up some random ship. This was not done from a concept sketch or anything, just me messing around really.
(http://www.scottfreecapital.com/wp-content/uploads/2015/09/SpaceshipPractice.jpg)

The thing I hate about it is that it reminds me of Blender ships back in the day: they look like ships made with... well, Blender...

I should also note for those unaware: I'm a programmer for a living, but having to dig into 3D modeling lately for a project.
Title: Re: Blender Ship
Post by: rhettro on September 10, 2015, 02:29:48 pm
Looks like a good first step. Are you just sharing your design or are you looking for advice on your design and/or Blender?
Title: Re: Blender Ship
Post by: headdie on September 10, 2015, 02:47:39 pm
Ok a few things come to mind.

1) unless you absolutely need to objects dont need to be manifold which can help break up the highly blockish look and avoid ugly looking extrusions.
2) careful use of the bevel function manipulating the divisions and other settings can be used to quickly round out sharp edges
3) use of smooth and edge split will help smooth out transitions between faces of differing angles
Title: Re: Blender Ship
Post by: ScottFreeCapital on September 11, 2015, 11:28:35 pm
Looks like a good first step. Are you just sharing your design or are you looking for advice on your design and/or Blender?
Oh, either one but the design is totally improvised. Definitely not much experience with Blender - used to do a bit more with 3dsmax.

Quote from: headdie
1) unless you absolutely need to objects dont need to be manifold which can help break up the highly blockish look and avoid ugly looking extrusions.
2) careful use of the bevel function manipulating the divisions and other settings can be used to quickly round out sharp edges
3) use of smooth and edge split will help smooth out transitions between faces of differing angles
Do you know the comparison between MeshSmooth vs Blender's subdivision surface? They seem to kind of be the same thing to some extent. We just need to give more geometry for those modifiers to work well, sort of?