I broke up the command module with bolted-on Cabins.
Reaction mass tanks are now caged.
But I was beginning to lose confidence in the design again. I wanted to see if a more conventional command module might make me feel better about it.
I broke up the command module with bolted-on Cabins.
Reaction mass tanks are now caged.
But I was beginning to lose confidence in the design again. I wanted to see if a more conventional command module might make me feel better about it.
Last night I used Hitem3D's agent to build a proposed comms array dish. Oh boy, it is incredible that Hitem3D can create something as complex and intricate as a large high-gain antenna dish. Alas, it is just not quite precise enough. Many elements look "sludgy" and partially melted.
The lesson here: The agent is amazing at building objects you have no good photo references for, as long as you can describe them. However, not every subject is well suited to a generative build. Really spindly and complex elements get sludgy. The same problem occurs on surface details.
I got into the details a little too soon, but in my defence, I started with the large details already established.
Steady progress on the Medium Rig
Lots of medium details on the main hull and command module.
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.
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.
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 at last,
the mountain no longer climbs,
Only the wind now tests me.
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| Terrain test and scene setup |
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.
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.
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| World Creator base terrain |
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| Imported into Blender |
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 |
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| A practice service road-like terrain |
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| Proof-of-workflow test |
I broke up the command module with bolted-on Cabins. Reaction mass tanks are now caged. But I was beginning to lose confidence in the desi...