Tag Archives: blender
I have created a Blender Add-on that can quickly create hull plating patterns on an existing mesh. One of the most time consuming things I’ve found is how to create an interlocking plating pattern on top of meshes such as spaceship hulls. The most effective method is to manually extrude edge loops over and over, which can be very time consuming. The more detailed you want the mesh to be, the longer it will take.
You can view a tutorial on how to use the add-on here:Features:
- Quickly generate a plating pattern from a random seed.
- The pattern can be generated on a whole quad based mesh or on a sub selection of quad faces.
- Control the amount of grooves cut.
- Control the depth of the grooves between the plates.
- Control the thickness of the grooves between the plates.
- Option to split the edges on a smooth mesh to ensure the edges are cleanly defined.
- Option to completely remove the grooves and leave the plates intact.
- No hidden geometry created, actions are performed directly on the mesh.
Any comments or queries feel free to message me via this page or on my Twitter account.
I’ve now expanded the control you can give to the stars:
- An input is now provided so you can choose to add your own starfield effects.
- I’ve moved the stars out into a separate set of “StarsNodes” that you can now use to alter the existing stars.
- You can now choose to blend the stars more with the color of the nebula to produce a more harmonious effect.
I’ve update the instructions in the .blend file, and any questions let me know. Enjoy!
I made some small additions to bring better control to the ambient rim lights around the clouds:
Before, you could just get this:
Along with the winning entry, I also entered a few others – here was the first:
Furthering my work in Blender, I came across some useful tutorials by Dan Brown including how to model panels on smooth surfaces. I combined this by modelling a planet atmosphere in Blender (a little old, but can be still be done for the latest Blender version) to create a slightly 2001-inspired space scene.
I also recreated my Avalon Station in Blender, very roughly:
I then learned a little more about UV mapping in Blender and to put together a space plane, following this tutorial to get the after burner effect:
This was all done using Blender’s Cycles node based texturer and renderer, which I’m very impressed with…hope you think this is an improvement on my last effort!
I downloaded the latest alpha release of Blender 3D the other day, mainly down to it’s use of volumetrics. I’ve been agnosing over the last few weeks about how to create a realistic 3D nebula effect much like the Mutara Nebula from Star Trek II:
The 3D Sphere at the top of this post was created by me in Blender where volumetrics were used to create that of a 3D cloud, an effect I’ve struggled to create in other 3D apps. It actually didn’t take me as long as I thought, do I’ll see if I can start making future images with it.
I mainly used this page as a guide to creating it; Blender’s UI is still taking some getting used to, but seems well worth the effort.
I’d animate the sphere, when I can manage to work out how… 😉