I've been doing lots of sculpting and testing. I travelled down a dead end as I started looking at shots that fall outside what the director needs.
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| Director says, "Only the skies!" |
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The Christmas hols are ending. I'm back to work tomorrow, with an early start. This was the logical deadline for finishing the Shamrayev. Alas, I do need to move on as I'm committed to returning to the Raptor project, which calls for the urgent creation of some aerial concept shots.
The command module lost its colour banding because you just can't get away with painting colour strikes just by painting mesh faces. The subject calls for more complex shapes with bevelled corners. It looks much better without them. Maybe I'll create a texture map with more complex go-faster stripes?
Okay, playtime is over. It's time to start adding bolts and buttons.
Shamreyev's Big:Medium:Small modelling approach has finally arrived at small. Did I already do some small things? Yes, I nearly always step outside the build order for the odd thing. In real life, there are small things because some things need to be small. In modelling, there are small things to break up areas and add interest. A super tanker is defined by its big ship shape, but it needs those tiny railings and surface equipment to sell its scale.
I've decided to go with the streamlined command module and play on the idea that it can operate as a separate vehicle. I'm not in love with the design, but if I can get the surface details right, it will work fine.
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| Rescaled to +40% New total length: 304m |
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| Details start to arrive. Some windows! Wooo! |
This morning I worked up another terrain. Not for therapy! I really wanted to test out 64km of terrain. That is huge, and as I discovered, it's too easy to view from too high. I had the camera essentially in low Earth orbit (that's only 1-2 terrain lengths), which reduced the terrain to a very faint, rather meh. However, there was something else going on. It might be a bug in World Creator triggered by the extreme terrain dimensions or the shape layers.
I'll try again next week. A 64km terrain is maybe too big.
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| Meh! |
The year 2026 begins with a quiet day. Clara was sleeping off a night shift, so the boys and I had to sneak around the house. I went for a walk for an hour and did some photogrammetry captures—nothing very good, alas.
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Here we are, standing at the gates of 2026. This was my unofficial deadline for the Shamrayev. Oh hum. Deadlines come, and deadlines go. There's no chance of a proper completion, as some areas require extensive reworking. That bulbous head needs to be broken up or completely redesigned. Even after all the materials and textures are done, I'll be adding countless lights, some of which I want to animate. Maybe I'll share a work-in-progress shot or test animation in the next few days.
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| Colour helps separate key elements. |
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| Turning my attention to the propulsion system |
On a whim, I decided to paint the superstructure a distinctive colour to see how well it separates visually from the ship's modules. Pretty well! That yellow is becoming a house style for my space ship trusses and structural elements. A developing house-style or a design crutch..hard to say.
This is so close to a first pass completion, but I can already feel a desire to:
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| Tidy up and time to make final design changes. |
As mentioned, today's post broke the two-hundredth of the year. That's a lot of prattle farming! Quite a lot of incomplete terrain renders, to be sure.
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| Missing shield |
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| New shield starting point. Engineering mess |
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| V-Tanks (Volatiles) |
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| Shield Array and Bigg A$$ thruster |
I just spotted that my next post will break the 200-in-a-year barrier. Wow! Blender is important to me, and that's evidence if it were needed.
Should I be coming up with some New Year's resolutions? Bah, they don't work except that it's always good to be reflective on where you have been, what you have accomplished, or not, and where you are going. People should not limit this kind of thinking to the first few days of a new year.
1. Sell more on Superhivemarket. Target: end of Feb 2026. I'll be paying for my website then, which will be a lot more than the money I made from the store last year.
2. Improve things that go beyond Blender. Better attention to detail, more patience. Do more sketching. Those sorts of things.
3. More technical knowledge: Geo-nodes, rigging, master UVs (mwahha hahha hahah -- crazy laugh)
Now I'm getting silly.
Do more training material. I've got the HardOps course to do. I stopped it because the first lesson was causing system crashes. Very off-putting, that is.
Shamrayev Project
Sails!
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| Nice! Daedalus-effect propulsion. [waves hands] |
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| Engineering! |
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| Thoughts on what's needed |
I did a lot of work on those sails yesterday. Near the end, I had a sudden rush of blood to the head and created that very off-the-cuff angled arrangement. I liked that it wasn't just a flat plane, and the structural framing was pretty cool in places, but it just wasn't looking good.
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| Maybe I angled the sails in the wrong direction? |
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| Double sails look better balanced but more uniform. |
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| Angled. What about doubled, mirrored, AND angled? |
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| Better! |
I've some sails in place. Are they sails, really? The Daedalus effect turns electrical energy into thrust, so it's part of the ship's control and propulsion.
It seems like the family has decided to take a break from festivities to crawl into our respective safe spaces; Clara is doing her big jigsaws and listening to audiobooks. The boys are gaming, and I'm modelling in Blender while listening to piano covers of the Dune film score on YouTube. Good times!
I've been doing lots of sculpting and testing. I travelled down a dead end as I started looking at shots that fall outside what the dir...