Steady progress on the Medium Rig
Lots of medium details on the main hull and command module.
Blender Life
Wednesday, 21 October 2026
Orbital Elements: Medium Rig #4
Monday, 19 October 2026
Orbital Elements: Medium Rig #3
Friday, 16 October 2026
Orbital Elements: Medium Rig #2
Where's the Blender work? This is a Blender blog!
That's coming; it's good I recognise it's too soon to start building because too many elements still aren't decided.
I decided that having the cargo cans arranged along the main axis isn't good if you want to treat them as a large floor space. I've turned them around and docked them onto the main hull. You can now have airlock access to the cans.
Clara looked at this from the other side of our dining table and said: "That looks a bit phallic". True! erm. So I'm adding elements to break up the "head".
Thursday, 15 October 2026
Orbital Elements: Medium Rig
The latest version of the Medium Rig space vehicle is still being sketched out. I don't want to start building until I have a solid, reasonably detailed drawing to work from. I think there have been times when a project has gone bad because I lost something in the translation from sketch to model, or the sketch didn't clearly describe what the 3D version would look like. I think the last attempt at the Medium Rig ticked both these boxes.
Frame vs solid truss? Hmmm
Monday, 12 October 2026
Stargard
For my tenth birthday, I got a set of weird but brilliant space warrior figures called the "Stargard" -- not to be confused with the city in Poland. They had bright yellow spacesuits and transparent-dome helmets. Retro cool! This morning, I took a break from terrain work to try recreating a few of the figures in Blender.
Blue plateau
Blue plateau at last,
the mountain no longer climbs,
Only the wind now tests me.
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| Terrain test and scene setup |
Start of Week
Last week was another productivity slump (for Blender work). I completed three more iterations of the Service Road terrain test. I'm happy with the results, but I think I have a couple more cycles before I declare it ready for the next stage, more in the SOW. I made modest progress on Orbital Elements, but not much. Jeepers, what was I doing last week? Well, my brain has developed a bit of a fixation, and I'm trying to work through it. This week, more work, less endless rumination.Raptor: Service Road update. I'll complete another iteration and add more detail to the edge of the road. It would be great to add some rock structures to provide flat rock projections in the right places. Some details might need to be added as bolt-on assets.
Other Raptor news: my Sparrow films Hoody should arrive very soon. Hurrah!
MSVC: I've done a lot of sketches. I think it's time I built a light rig using the new design rules.
Blender School idea
While working on the test scene above, it felt like time to stop relying on True Terrain 3, which has entered an era of very slow development as Richard and Zac juggle TrueVFX work with day jobs. This will mean learning the whole stack for terrain texturing so I can export a terrain, bake the materials, and then use Blender's default systems to finish the terrain. The one element I'm missing is the masking system in True Terrain, which broke in the last big update, as I've mentioned a few times. It makes realistic material masking difficult.One option is to complete a terrain course; I have one in mind.
https://www.cgboost.com/courses/master-3d-environments-in-blender
I'll look into it more this week and decide over the weekend.
More figures
Friday, 9 October 2026
Wednesday, 7 October 2026
A tale of two terrain generators
I've somehow fallen into a new workflow where I use both World Creator (WC) and Gaea to create a terrain. I use WC's ability to quickly build and sculpt a basic terrain from primitive landforms. I then import the heightmap into Gaea in order to use its superior node-based filter system.
Then I can take the Gaea output and import it back into WC to make more tweaks...and presumably ping-pong between the two applications until I'm in a happy place.
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| World Creator base terrain |
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| Imported into Blender |
Monday, 5 October 2026
Into the Octoberverse
Month ten, already! Wow!
Last week I kept thinking, developing, and sketching for Orbital Elements, so I don't have much to log in this blog. This week, I'll be back here catching up.
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| Blender time! Astronaut created using Hitem3D |
Start of Week
Halo: Raptor
The service road's walls are very steep, and it seems they need to be enhanced manually after the terrain is converted to a regular mesh.
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| A practice service road-like terrain |
OE Vehicle project
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| Proof-of-workflow test |
Wednesday, 30 September 2026
More MSVA sketches
The concept work was supposed to end on Monday, but I was on a roll, so I kept sketching.
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| General vehicle sketches |
Instead of the MF inductor being a small indistinct component at the heart of the vehicle, it is now a large ring that slightly leads the bulk of the ship, as the dampening field occurs behind the centre of the ring.
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| Inertial dampening using Mach-Fontier field induction rings (MFFIRs) |
MF inductors have a minimum diameter, so light rigs have proportionately large rings, while rings are less dominant on larger vehicles.
Witcher 3
Last night I reinstalled Witcher 3 because it was just rereleased as an enhanced version. It encouraged me to install the latest Nvidia drivers, which I hadn't been using because they had caused Blender to stop working. I installed the drivers and restarted. Blender worked fine. I reinstalled the Atmosphere 2 addon, which caused Blender to crash on first use. Blehh!Restarted Blender; it all seems to be working. Still not a good feeling seeing Blender crash to the desktop. I will see how it goes; it would be great to have Atmos 2 available to use.
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| Atmosphere 2 in the house, with its enhanced clouds |
Friday, 25 September 2026
MSVAs Sketchy progress
The space vehicle sketching continues.
Project: Hail Mary provided a ton of inspiration—mostly for the multi-rod form. For MSVAs, this sets the expectation that vehicles are built on open frames, usually a longish stem to which vehicle components connect. 
I think this applies more to bigger vehicles than to the small rigs, but it is a reasonable ground rule.
I'm going to keep sketching over the weekend, then I'll start breaking components down to see how they might apply across lots of vehicles. There needs to be a range of options for each component type -- not a single type of vernier thruster, but maybe two or three in each of the three classes (small,medium,large). That's what I think at the moment.
Orbital Elements: Medium Rig #4
Steady progress on the Medium Rig Lots of medium details on the main hull and command module. I thought it was time to try Hitem3D's new...
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UV Unwrapping tips (Grant Abbot) When adding seams, you can use the shortest path. Multiple objects can share the same UV map. Useful for ...
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True Sky 2.x was arguably the best Blender addon for creating your own skies. It didn't give you the high detail or complexity of a well...


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