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Multi role destroyer

This is my current waste of tim...project after i had to get away from some stuff I've been working on, like that air gunship I started this all with.


She's a multi role destroyer meant to be maybe up to 500' long and meant to be a sort of genetic SF design roughly sort of on technical terms with traveller.

When I design things each part has to do something and fit into the tech structure I've imagined. I try to keep the tech mainly consistent and plausible enough to pass for at least medium-hard SF.

Here's links to some pix, both of the ship and some closeups of the point defense turrets she has 13 of.

If anyone's curious about the tech, the ship is mostly fusion powered and mean to operate in atmosphere for ground support, hence the streamlining. She has gravitic systems but for atmo flight sucks in air, passes it thru the waste heat of the fusion reactor and vents it as superheated thrust. The ship does have something like fuel processors too.

The ship's meant to be modular, with sections designed for quick replacement or refitting to convert the ship to various roles. The boxy think under the forward hull, extending from the smaller curved section, is a massive beam cannon mean for long range, high energy firepower. Think small spinal mount. Most of these would not have the boxy bit and would have various other systems in the curved section behind it, which in this case contains the power and coolant systems needed for the honking cannon.

A regular variant would have another turret under the curved section upside down to the others, and the machinery to operate it. Other variants would have extra torpedo tubes for bombardment fire, extra sensors to make a scout, extra point defense systems to make an escort, ground weapons to make a ground support vessel, etc.

The forward cannon turret houses a pair of particle cannon, the side turrets have variable laser cannon pairs that can fire from infrared to gamma ray frequencies. There are 4 torpedo tubes fore and aft. The point defense turrets may be lasers of particle weapons, haven't decided.

No windows or such, as they weaken the hull and there's not a lot to see in space anyway. Also the next to no windows look worked on battlestar galactica...

Here's the pix, I'd appreciate feedback. Some of the work here makes my massive efforts look cartoonish, I don;t know why I even bother but I do. I'm still learning to model in blender, next I need to surface and paint stuff in it. The pix are in various states of completion and in various modes.


http://farm6.static.flickr.com/5250/5365459176_4627698f5f_b.jpg

http://farm6.static.flickr.com/5288/5364845449_43675212ed_b.jpg

http://farm6.static.flickr.com/5089/5364845425_cc4cb8c1dd_b.jpg

http://farm6.static.flickr.com/5004/5365458666_d2eb913721_b.jpg

http://farm6.static.flickr.com/5123/5365458612_961f56f170_b.jpg

http://farm6.static.flickr.com/5161/5365458494_e71cfa8c25_b.jpg

http://farm6.static.flickr.com/5168/5365458440_a4533554d0_b.jpg

http://farm6.static.flickr.com/5201/5365458352_c29544becd_b.jpg

http://farm6.static.flickr.com/5167/5364844741_113ca72cbc_b.jpg

http://farm6.static.flickr.com/5287/5364844307_cc7cf11fd3_b.jpg

http://farm6.static.flickr.com/5130/5365457278_4cb8fd8426_b.jpg

http://farm6.static.flickr.com/5125/5365456888_2cbd3d01fc_b.jpg

http://farm6.static.flickr.com/5210/5364843091_d943a74582_b.jpg

http://farm6.static.flickr.com/5087/5365455972_8bb1680904_b.jpg
 
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I really like it!
I think it looks cool, the "round" bits even adds a touch of retro feel to it. When textured it will take on a whole new look, and much less cartoonish as you put it.

That structure on the top, reminded me of a darlek when I first saw it. :)

Overall, I like the progress, I have no real critiques other than, I am not keen on the hex lattice thing you have at the mid section. If you replace that with a recessed vertical or horizontal grill, I think it would look better, but that's just my view.

I use blender myself, so if there is anything you would like to bounce off me then just ask.

I like the project, and look forward to the updates!
 
It looks like a sub for some strange reason.

Stick more guns on it.
Well, the sub reff isn't strictly intentional, but the hull has to be pressure tight and streamlined, so it's not hard to see there might be similarities since pressure tight is pressure tight and streamlined is streamlined.

As to more guns, I'm trying to keep it plausible in terms of guns, and not go ridiculous. The standard variant has another turret, usually particle cannon, on the underside in place of the mini spinal mount cannon, that's enough for a destroyer when you factor in the 8 torpedo tubes.
 
I really like it!
I think it looks cool, the "round" bits even adds a touch of retro feel to it. When textured it will take on a whole new look, and much less cartoonish as you put it.

That structure on the top, reminded me of a darlek when I first saw it. :)

Overall, I like the progress, I have no real critiques other than, I am not keen on the hex lattice thing you have at the mid section. If you replace that with a recessed vertical or horizontal grill, I think it would look better, but that's just my view.

I use blender myself, so if there is anything you would like to bounce off me then just ask.

I like the project, and look forward to the updates!

I agree that the hex mesh will likely go, it's a texture applied to an empty object, I wanted it to suggest a intake grill for the fuel processors/intakes for the atmo thrust system.

I plan on grills for the engine front ends too and exhaust grills on the backs.

I never intended for a retro/art deco look, that just came from the streamlining and general tech ideas.

I know I need to texture/skin the hull. Now if I only had a real idea how. I mean, I know I need to "unwrap" the pieces, then make a texture in inkscape (I don't have photoshop) and then apply it. I know I need a bump map to give the hull some sense of having surface features and them the paint, with the name on the side.

I just have to hope I can figure out how....

PS Now that I can make some static models I might try learning a few other things, but I might also do some variants of the MRDD to show what I meant, along with a plan view pointing out the parts and what they are.

As to the hull look, here's what I'm thinking so far....

I wanted to do the ship with a metallic look, kind of dark, maybe like something close to the hull color of the klingon cruisers seen in ST:TMP, a dark metallic blue grey.

The panels would be aligned in a hexagonal pattern, suggesting the hull plates were hexagonal and perhaps suggesting a hexagonal weave or grid in or on the hull, a very faint, nearly hairline hexgrid suggesting the panels were fairly tight, but maybe had some spacing to allow for thermal expansion/contraction.

This would probably be waaaay beyond me, or maybe even blender, but a faint iridescent sheen on the hull, a slight prismatic effect, would be something I'd like to do (probably can't) to imply the hull might have a thin, smooth coat of transparent synthetic diamond layered over the hull panels, perhaps as heat shielding, or some sort of defense against micrometeorites. (Yes, I am a technical detail bastard!)

Ok, the last bit's too much, I suppose...

I'd like a name in some cool font. I've got plenty of cool fonts for inkscape, that'll likely be the least of my challenges.

Ideas? BTW, this things chugging my computer so if someone wants to take a look at the file I'd be glad to load it.
 
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I really like it!
I think it looks cool, the "round" bits even adds a touch of retro feel to it. When textured it will take on a whole new look, and much less cartoonish as you put it.

That structure on the top, reminded me of a darlek when I first saw it. :)

Overall, I like the progress, I have no real critiques other than, I am not keen on the hex lattice thing you have at the mid section. If you replace that with a recessed vertical or horizontal grill, I think it would look better, but that's just my view.

I use blender myself, so if there is anything you would like to bounce off me then just ask.

I like the project, and look forward to the updates!

Oh, as to the "daLek" look actually you can blame the US navy for that. That thing on top's the main sensor array and I got the idea from seeing some new navy vessels with a similar looking sensor tower. In fact, while I found the ads for that 911 coin that had the models of the WTC and the ship made in memorial to 911 victims I seemed to notice it had a kind of sensor tower that eventually inspired my sensor tower here.

Lemme look for a pic...

800px-LPD-17_Class.jpg


I added the scanner domes as the ship would need far more powerful scanner and sensors in space.
 
Ahh so that Navy are using Dalek technology now. Someone should tell the Doctor. :P

This would probably be waaaay beyond me, or maybe even blender, but a faint iridescent sheen on the hull, a slight prismatic effect, would be something I'd like to do (probably can't) to imply the hull might have a thin, smooth coat of transparent synthetic diamond layered over the hull panels, perhaps as heat shielding, or some sort of defense against micrometeorites. (Yes, I am a technical detail bastard!)

Ok, the last bit's too much, I suppose...

I'd like a name in some cool font. I've got plenty of cool fonts for inkscape, that'll likely be the least of my challenges.

Ideas? BTW, this things chugging my computer so if someone wants to take a look at the file I'd be glad to load it.

You can achieve the diamond effect you are after. It will require you messing with specular maps, and colour ramps. I would suggest you do a google search for a blender version of a pearlescent car paint material and use it as a base.

There is a host of ship hull textures that you can find on the web. I even have a hex type texture with matching spec and normal maps. If you want it, let me know and I will work out a way to get it to you.

The model will be chugging your computer due to the large number of polygons. You have a few options.

1. Turn off or down the level of your subsuf modifier for viewing, but leave it high for rendering.
2. In the scene settings you have a simplify option which will help with performance while working with you model. Turn it off for your final production.
3. Work in wireframe lots.

Hope that helps.
 
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OH, I'm glad when people offer me help in blender, I just wish i could remember it all.

If you made a hex type ship texure I'd like to see it but be more interested on how you did it. I mean, I know one step is to make a pure white image with a pure black hex grid on it, I think I can use inkscape for that, then I use that as the bumpmap that gives the illusion of depth to the model and makes it look like the hex grid is recessesed.

But hell, I've barely got basic modelling down, after all this time. My fruistration level is too low, or something.

Speaking of mdeliing, people have commented on the ship, anyone like/hate the PD turrets? I was kind of proud of them.

BTW, I have a diamond texture which is transpearant but has lots of prismatic effects, I wonder if I could layer it on top of a hull metal...
 
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Once your model is UV mapped you can probably apply a procedural hexagon material onto it. If Blender can do cellular skin type material, it should have a hexagon pattern material also. Sometimes these patterns start as a square grid and then you can enter the number of sides for each cell to make them hexagon, octagon, etc.
 
This is a tutorial on how to build a hull texture. The process is the same in basically all graphics packages, such as photoshop, paintshop pro, gimp, etc. I'm not familiar with Inkscape, but I guessing it is going to the same.

http://www.psionic3d.co.uk/tutorials/shiphull.html

I like the PD turrets, however they might be a bit too small.

The diamond material should work, but since it is transparent you may have to create a mesh layer that sits above the hull to apply the material to, or work the material to get the desired effect without it being transparent.
 
So last night I began thinking on the things I'd learned and heard about texturing in blender and making materials.

I had an image in mind as to what I wanted and began struggling towards it, and began looking at some free textures/materials I've had for a while and I eventually came up with this material I used as a hull for my destroyer.

Behold, I texture:

http://farm6.static.flickr.com/5123/5370728781_0cd4e5fa97_b.jpg

The basic material is called "gun iron and it and the other one I used for the honeycomb mesh come from here: http://matrep.parastudios.de/index.php?p=7

I used the gun iron for the basic material, and may change it soon, and I took the texture from the honeycomb mesh, which was a B&W image of a hexgrid, and added it as a texture, and after tinkering with the settings for several hours and making some intelligence/perception rolls and a lot of trial and error I arrives at something close to what I'd imagined, not bad for a first effort and several hours, even if I've been into blender off an on for a couple years now.

I still have a way to go, as the grid is way too thick, making the hull too pebbly. I'm going to find or make a grid with lines between 2-5x finer, and maybe adjust a setting to make them not so deep.

Also if I can I'm going to see if I can copy some settings from a diamond material, also available at the above site, to give the hull a rainbow iridescent quality to suggest a coating of artificial diamond on the hull for protection from dust, heat, etc.

I'm pleased with the fact my efforts were at least in the ballpark and close to what I'd imagined, so it's not a bad first effort.

There seem to be some errors here and there, and I'll need to see of adjusting the scale of the hexes fixes them or I'll need to separate the hull sections even further and apply the texture to each section. I know that can be done fairly easily if you know how, just select the verts, give them a separate name and then you can apply materials to them individually. Have to brush up on that. Also there are sections I might not apply the grid to as they're too small, like the forward edge around the intakes, and the inside of the torpedo tubes. Likewise the piping around the engineering section.

Now I'm off to find or make a much finer lined hexgrid in B&W, sans numbers.
 
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Well, I finally saw 5that trying one texture map over a complex and uneven shape wasn't going to get a smooth hexgrid, and I finally opted to break it down into smaller, separate parts and custom tweaking each part to get the grid aligned better.

Still not perfect, but the "ribbed" look works and gives the hull more depth and detail. Plus ribs worked for the galactica. I'm not expert enough to make the ribs the same width all the way down the hull. that would require some very fancy vertex tweaking.

5383777070_f4b2926621_b.jpg


I made the hexgrid with inkscape and a nifty little addon for it that does hexgrids, with options to make then line up evenly. Too bad it doesn't have an option to leave off the dots I had to manually delete from each hex manually...:(

This was hours and hors of work, first to realize my initial plan of getting an even hedgrid wouldn't work, then more hours to break up the hull into sections, then more to apply and align the texture. Still lots of problems, wish to hell I could get the ribs even all the way down, need to work on the basic metal texture to kill that damn mirror effect, etc, but for a first texture it's good.
 
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Looking good!

I kinda like the way the ribs are at the moment, but to get the even spacing you can use the array modifier. If you are going for the even spaced ribs then I thint it will also look better to have them run in parallel segments as opposed to curved. Like part of the ships framework is external.
 
Looks fantastic!
I agree with Ronnke, the ribs look good. Having the 'fatter' ribs up near the front give it an added dimension - kind of looks 'sleeker', in a way; it just adds something...
Actually, it makes the front of the vessel look 'stretched', and gives it a more streamlined look. It looks like it's going fast, even standing still. :D
Keep up the great work.
 
Newest pics. The main hulls are redone completely, often several times. I'm struggling with a 500,000 vert count now and tries to reduce it. Still, the central hull is just under 50Kiloverts and the forward hull in about 33 kiloverts. I think it's the PD turrets running things thru the roof maybe, gonna need a blender guru willing to risk his computer to look at this file and tell me where I can cut a lotta verts without losing looks.

5409981324_9b544a31e7_b.jpg


5409367431_28c064d789_b.jpg


I'm going to need to rearrange some of the attachments to the center hull to fit around the gridwork as I did it separately due to chugging on the full file.

I have a personal rule that makes me have a technical justification for everything, but I had the idea for a ship with a gridwork like hull with hexagonal patters in the recessed panels that was too strong to resist, so I had to come up with a justification for the hexgrid material and why it's on the fore and center sections but not on the rear engineering sections.

After wracking my brain and it's vast store of SF material and technical knowledge I came up with the idea of having the hexmesh material represent a kind of special, advanced form of energy resistant armor that was made to reflect or refract as much of an energy weapon as possible with it's outer layer (Gotta add a prismatic iridescent layer to the hexmesh material to show that somehow) and the layer under it is made of complex structures and exotic matter that is highly absorbent of energy. The armor tries to reflect or refract as much of an incoming energy attack as possible, then absorbs most until it's saturates, at which point it explodes outward, ablating the energy away from the inner hull. That why it is hexagonal cells, to allow each segment to blow off independently.

As to the sections between the meshes, those are to allow the ship to radiate heat waste heat and such without having it retained by the armor, and those sections have a different, more heavy form of armor.

The engineering section of the ship has none of this armor as the energy emissions from the main reactor and engines at full power would be absorbed by the armor, causing it to overheat the ship so the rear sections use different armor. The nose section uses different armor, reinforced for atmospheric entry as taking the main brunt of atmo entry would be tough on the expensive energy armor, hence the enhanced plating over the forward edge where atmo entry caused the worst effects.

Hey, it's still a better technical explanation than most SF movies of series use....
 
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If you export to OBJ, I can take a look at the wires to see where you can reduce mesh density.

shawndriscoll@hotmail.com

Thanks, if some blender guru doesn't step up to help me o some other forums I might take you up on that.

BTW, a lot of verts come from having to do a double loop cut to make the edges sharp looking. I use extrude to make the panels, intruding them into the hull, scale them down to .95, then need to do two loop cuts and edge slides to make the edges sharp, effective meaning that the rim of every sharp edge you see has double verts.
 
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just chipping in to say i like the look. I'm not too keen on the engine block, but meh, i like the rest so i should not complain.

I *really* like the new ribbed look. all i'd suggest adding is portholes or other light scoruces, just for detail.
 
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