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Helping people make 3d ships for traveller

3D modelling is not, despite what a lot of people tell you, easy. At least not easy to learn to do right.

It is hard and frustrating, taking up a lot of time.

Still, a lot of people would like to be able to do at least presentable 3D models of things for their own games if nothing else. I'm posting this to help them. If someone thinks this is the wrong forum for it, I hope they aren't offended. I wanted to reach as many people as possible.

Here's a link to a youtube video tutorial that walks you through the complete process of creating a SF type ship using the free program blender 3d. It uses the 2.4x version and blender is currently in transition to a new paradigm that is notably different, but the current blender version is still available and usable.

http://www.youtube.com/watch?v=T9rJNZWtGRU

The video is the first in a series stretching over 30 parts, but I used it and it helped me in blender tremendously. You'll learn to use a lot of very powerful modeling tools and, in the end, after many hours and a lot of work, you will have a #d model of a vehicle useful in traveller which you can them design using the vehicle design rules of your choice. It's clearly at atmospheric only vessel, not a spacecraft of any sort, and it is likely a subsonic aircraft.

Nonetheless it would be a useful vehicle for a moderate tech world that had, say, vehicular scale fusion power plants and room temp superconductors. It could be a locally produced air patrol/ground attack craft.

As you follow the tutorial series you'll even be able to make changes to the vehicle design. My personal recommendations would be to leave the side mount positions in place which the tutor deletes late in the process, and use them to mount missile pods or other modular components onto, making this a multi-role aircraft capable of a variety of missions.

I'd add some sort of spotlights and sensor mounts/panels to the front end as well, and model some fixed landing gear to the underside. As you follow the tutorial and actual make the model, you'll learn how to do all this pretty well. I did.

I'm doing my own version with some of the things I've suggested. One person sneered at the craft, claiming it would "spin like a top" if really built. I'd say that given fusion power and practical superconductors the craft was stabilized by internal superconductor based gyroscopes.

So if you've ever looked at some of those cool renders of 3d stuff for traveller and wanted to do some of that yourself, and you're willing to put in the time and effort, here's a good place to start. Obviously you have to have blender 3d, version 2.49b to start, you get it free at www.blender.org.

Good luck if you decide to try this.
 
At the risk of derailing the thread from the topic of 1930's serial spaceships....


Here's a couple pix I've made of what I'm working on from the tutorial I linked to at the beginning, when I had the mistaken notion that this might be a thread about helping people learn how to make their own 3D ships:


http://farm5.static.flickr.com/4002/5162620067_65914c8204_b.jpg

http://farm5.static.flickr.com/4002/5163228664_fa0a013381_b.jpg

I've made some notable changes from the tutorial version, the things on the nose are supposed to be sensors and spotlights. I have a lot to do, like adding some hatches, a reactor module on the tail section, fixed landing gear, etc. I also want to put a turret under the nose, with a 3 barrell gauss MG and a 40-60mm gauss semiauto cannon firing various shells.

The tut teaches you to actually do things, which is why i was able to modify the design as I did. I made the tail fins from scratch and modled the center bars, both the top lengthwise one and the bottom sideways one, with what I learned.

This too a lot of work to make, even with the tut, but if you can learn this will teach you about some 3d modeling techniques you can use for your own stuff.

As for the vehicle, in vague traveller terms it's an aircraft, subsonic, fusion powered, highly maneuverable, well armored and with modular side mounts and a quick change turret under the front.

Someone said this thing would "spin like a top" but there are powerful gyros in the front and read sections, the intakes on the front have high power electro turbofans that are oriented so their torque helps cancel out the main rotor's torque, and the rear thrust vents could also help counter the main engine's torque if need be. I'd say it was highly maneuverable due to the thrust venting and the rudders.

BTW I'm working on a ship too, here's what I have so far, the pix are out of date so I've changes the sensor mast a bit.

http://farm5.static.flickr.com/4125/4950163711_85364c6af0_b.jpg

http://farm5.static.flickr.com/4089/4950163689_e2d44f71c8_b.jpg

http://farm5.static.flickr.com/4108/4950163573_29960b8999_b.jpg

http://farm5.static.flickr.com/4127/4950163559_42fab91832_b.jpg

http://farm5.static.flickr.com/4107/4950163549_63b6307e73_b.jpg
 
I think a dedicated 3d forum could be a good thing. I'd certainly be willing to share what I've learned with whoever needs it.

Warrior: So far so good. I like the basic shape a lot, especially the front part. To me, it's screams "Carrier", with the launch tube directly below the forward dome structure, and the fighter recovery hangar just below that. If you were going to go that route, I'd say get rid of the front windows (if that's what they are) and move the bridge up to the top of the tall tower amidships. But that's just me.
 
I think a dedicated 3d forum could be a good thing. I'd certainly be willing to share what I've learned with whoever needs it.

Warrior: So far so good. I like the basic shape a lot, especially the front part. To me, it's screams "Carrier", with the launch tube directly below the forward dome structure, and the fighter recovery hangar just below that. If you were going to go that route, I'd say get rid of the front windows (if that's what they are) and move the bridge up to the top of the tall tower amidships. But that's just me.

Oh, yes, those are windows. This is meant to be a relatively small vessel. For a second I was going "WTF?!?!" when you said "carrier", as I'd assumed everyone would see it as basically an advanced helicopter gunship type thing.

(I keep humming the theme to "airwolf" as I work on it...)

The angled things are windows, the 3 above. The two flat recesses are meant to be some sort of sensor panels behind a clear cover, I may change those to doors unless I can work some into the sides of the compartment.

But this is definitely no carrier, more of a gunship. Maybe a 3-5 man crew, optional pods o the sides, etc. Say 25 or so meters in length.
 
OK, hey wasn't slamming on you, it just surprised the hell out of me, but I understand, with no doors yet and the windows being opaque it could be hard to tell the scale. Gotta fix that.

If you want to download blender and the videotutorial I've linked to you could always make it a carrier. I might suggest making the lift motors a series of smaller ones inside the central ring for that, but I suppose you could make a "helicarrier" scale beast out of it
 
Excellent tutorial. I use MAX, so some of the tools are a bit different, but it's still a good guide to the flow of a project of that scale. Well done.
 
In the thread somewhere somebody mentioned doing a conversion for 3D Studio Max. I have no idea if they did it or if it is any good.

Yes this tutorial breaks the project up real well. I am only done with the first PDF but I am still a rooky at LightWave. It is clearly a huge project and I hope I finish. :oo:
 
A conversion to max terms would be nice, but not required. Sometimes just the concept of how to get something done is all it takes to make the light come on. I started years ago using Truespace 2 (a free copy I downloaded off the net from their website). After about a year of random tinkering, I got to the point where I could make something worth looking at; my first "good" renders are still in my photobucket album (Morning Star Free Trader). That took IIRC about 50-60 hours to do. With practice and better tools (although you're using Lightwave, so no problem there), I could probably rebuild it in max in an afternoon, textures included, if I had too, and it would look a whole lot better.

The point is (apologies, I tend to wander a bit), keep at it. It's not always easy, but there are tons of resources and help out on the net if you look. There are several free software packages out there that can get the rest of you started, as well as tons of free textures, models, etc.

Here's some to get get you started -
Truespace 7 and Video courses, all free.

25 FREE 3d modeling programs, including Blender

Renderosity, which has a bazillion freebies

Daz3D, the free sister to Poser - and works with most Poser content

Jesse Degraff's Sulieman Tutorial, which inspired me to start trying.

The more people there are producing stuff for Traveller, the more we all benefit. :D
 
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Hello, all! I think this thread is terrific. I'm actually taking a break from doing 3D modeling in Hexagon to have dinner, and was catching up here while I ate. :)

I've built the Type-S scout in the past, but the interior vs. exterior issue stumped me. Right now I'm working on the Free Trader (the one from the old Judge's Guild Starships & Spacecraft). It's been a long haul for me, but things are coming along nicely, and a few tasks that used to stump me are going very well.

As for free 3D stuff, check out sharecg.com. It's a repository of a lot of free items. At some point my modeling will be good enough for me to put something up there. For now, I'm barely willing to publicly post renders of what I've done.

At any rate, I'd love to discuss more of this. Building 3D models of Traveller ships is near the top of my list of what I want to accomplish with that hobby!
 
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