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	<updated>2026-04-17T14:25:26Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.0</generator>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=MediaWiki:Ipbreason-dropdown&amp;diff=1257</id>
		<title>MediaWiki:Ipbreason-dropdown</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=MediaWiki:Ipbreason-dropdown&amp;diff=1257"/>
		<updated>2013-04-04T22:07:04Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: Undo revision 1256 by Mikehgentry (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Common block reasons&lt;br /&gt;
** Inserting false information&lt;br /&gt;
** Removing content from pages&lt;br /&gt;
** Spamming links to external sites&lt;br /&gt;
** Inserting nonsense/gibberish into pages&lt;br /&gt;
** Intimidating behaviour/harassment&lt;br /&gt;
** Abusing multiple accounts&lt;br /&gt;
** Unacceptable username&lt;br /&gt;
** Spam account&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=MediaWiki:Ipbreason-dropdown&amp;diff=1256</id>
		<title>MediaWiki:Ipbreason-dropdown</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=MediaWiki:Ipbreason-dropdown&amp;diff=1256"/>
		<updated>2013-04-04T22:06:01Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Common block reasons&lt;br /&gt;
** Spam account&lt;br /&gt;
** Inserting false information&lt;br /&gt;
** Removing content from pages&lt;br /&gt;
** Spamming links to external sites&lt;br /&gt;
** Inserting nonsense/gibberish into pages&lt;br /&gt;
** Intimidating behaviour/harassment&lt;br /&gt;
** Abusing multiple accounts&lt;br /&gt;
** Unacceptable username&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=GIMP_Tips&amp;diff=1218</id>
		<title>GIMP Tips</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=GIMP_Tips&amp;diff=1218"/>
		<updated>2013-03-25T20:29:18Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== UI tips ==&lt;br /&gt;
&lt;br /&gt;
* Tab hides the toolboxes&lt;br /&gt;
* Use middle mouse to pan - this lets you 'overshoot' the edge of the image, and the scrollbars don't.&lt;br /&gt;
* When editing gradients, you can click and drag from the colour swatches (not from the palette itself, but from e.g. the boxes showing the selected colours) into the gradient&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
Potsmoke's Texture &amp;amp; UV Tutorial: http://spacesimcentral.com/ssc/topic/2937-potsmokes-texture-uv-tutorial/&lt;br /&gt;
&lt;br /&gt;
A metal hull plating tutorial: http://www.gimpchat.com/viewtopic.php?f=23&amp;amp;t=4285&lt;br /&gt;
&lt;br /&gt;
== Scripts ==&lt;br /&gt;
&lt;br /&gt;
http://www.gimphelp.org/script28.shtml#downloads&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Making_your_first_ship&amp;diff=1217</id>
		<title>Making your first ship</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Making_your_first_ship&amp;diff=1217"/>
		<updated>2013-03-25T12:27:37Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* Copying sections into a working layer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
This page describes point by point how to create your first ship, and get it into Pioneer. You should be able to do this from scratch within a few hours, having no experience whatsoever. We aren't intending to cover much detail at all, but will rather give a simplified overview, and point to other pages with fuller explanations for once you're comfortable with the process.&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
To follow this tutorial you will need:&lt;br /&gt;
&lt;br /&gt;
* A recent copy of [http://pioneerspacesim.net/download Pioneer] - using SGModel system. Anything since around Alpha 30 is fine&lt;br /&gt;
* A recent copy of [http://www.blender.org Blender] - this was written on 2.65&lt;br /&gt;
* A recent copy of [http://www.gimp.org GIMP] - this was written on 2.8&lt;br /&gt;
* A three button mouse with a wheel, or equivalent&lt;br /&gt;
&lt;br /&gt;
Other 3D modellers and raster art programs will work fine, as long as you can work with standard formats such as Collada and .png. Other input devices can probably be configured around.&lt;br /&gt;
&lt;br /&gt;
== Step by step ==&lt;br /&gt;
&lt;br /&gt;
=== Making a ship ===&lt;br /&gt;
&lt;br /&gt;
More here: [[:Category:Blender|Blender]]&lt;br /&gt;
&lt;br /&gt;
* Open Blender&lt;br /&gt;
&lt;br /&gt;
The default scene should consist of a cube, a camera and a lamp. The camera and lamp are irrelevant and won't be exported, but that cube is going places ;-)&lt;br /&gt;
&lt;br /&gt;
==== Box modelling ====&lt;br /&gt;
&lt;br /&gt;
* Make sure the mouse cursor is on the view of the scene, then hit Ctrl-alt-'q' to toggle quad view&lt;br /&gt;
&lt;br /&gt;
This allows us to easily check we have lined things up correctly.&lt;br /&gt;
&lt;br /&gt;
* Shift-'a', then choose 'Mesh' -&amp;gt; 'Cube'&lt;br /&gt;
&lt;br /&gt;
You've just added a cube to the scene. You won't be able to see it yet, as it's perfectly aligned with the 'default' cube: when you add things they'll appear where the 3D cursor is, and you can move that around with the left mouse button, or snap it back to the grid or the centre of the scene using the shift-'s' menu.&lt;br /&gt;
&lt;br /&gt;
* Move the mouse cursor onto the top down view, then hit 'g' to move the current selection (our new cube). Hold Ctrl to snap it to the grid, and move it a little further in the plus direction along the Y axis (in the direction the green arrow is pointing). Leave it just touching the edge of the default cube&lt;br /&gt;
&lt;br /&gt;
The scene's centre, where the default cube currently sits, and where the green and red lines cross, will mark the centre of mass of our ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.cubes.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Make two more cubes, and leave them touching the default cube on either direction on the X axis. You can use Shift-'a' for Add, or Shift-'d' for Duplicate&lt;br /&gt;
&lt;br /&gt;
==== Editing vertices ====&lt;br /&gt;
&lt;br /&gt;
* Right-click on the first cube we created to select it&lt;br /&gt;
&lt;br /&gt;
That's the nose of our ship, so it needs to be a bit more pointed.&lt;br /&gt;
&lt;br /&gt;
* Hold the middle mouse button in the 3D viewport, and swing the view round to get a better look at it&lt;br /&gt;
&lt;br /&gt;
Mousewheel zooms, Ctrl or Shift and mousewheel moves a viewport horizontally or vertically, and Shift-middle mouse will pan.&lt;br /&gt;
&lt;br /&gt;
* Hit Tab to switch to 'Edit mode'&lt;br /&gt;
&lt;br /&gt;
You can now Ctrl-tab between vertex, edge and face edit mode. We should be on vertex edit mode already.&lt;br /&gt;
&lt;br /&gt;
* Hit 'a' for deselect all. Right click on one of the bottom vertices at the tip of the nose. Hold Shift, then right click on the vertex above it to chain-select it&lt;br /&gt;
&lt;br /&gt;
'b' for box, 'c' for circle, and Ctrl-left mouse for freehand select are also very useful for selecting multiple things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.vertices.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hit Alt-'m' for merge, and choose 'At first'&lt;br /&gt;
&lt;br /&gt;
The vertices will merge, and any edges and faces between them are dissolved.&lt;br /&gt;
&lt;br /&gt;
* Do the same for the other two vertices, to create a pointed nose&lt;br /&gt;
* We can also make the nose a bit longer, by selecting each of the newly merged vertices then typing 'g', 'y', '2', 'Return', moving them both two Blender units (meters in game) further along the Y axis.&lt;br /&gt;
&lt;br /&gt;
We could equally have used the mouse. 's' for scale and 'r' for rotate work in similar fashion, though note that 'r' toggles between two different rotate modes.&lt;br /&gt;
&lt;br /&gt;
==== Joining and separating ====&lt;br /&gt;
&lt;br /&gt;
You'll note that the only vertices you can edit are those belonging to the currently selected mesh - you have to Tab back to 'Object mode' to select another object, then Tab back to edit mode before its vertices become visible. If we want to 'fill in' the areas between two meshes, we either have to use another completely separate mesh which lines up with the others, copy part of one mesh into the other, or merge them.&lt;br /&gt;
&lt;br /&gt;
* Tab back to object mode, then hit 'a' key to select all&lt;br /&gt;
* Hit Ctrl-'j' to merge our ship together into a single mesh&lt;br /&gt;
&lt;br /&gt;
If you want to separate off a section, select it in edit mode, hit 'p' and choose 'Selection'&lt;br /&gt;
&lt;br /&gt;
==== Creating edges and faces ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.edges.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you can join up the section between the 'wings' and the 'nose'.&lt;br /&gt;
&lt;br /&gt;
* Tab back to edit mode, and chain select two vertices&lt;br /&gt;
* Hit 'f' to create an edge between them&lt;br /&gt;
* Select three edges and hit 'f', and you'll create a face. You can also just select three vertices and hit 'f'; Blender will fill in the edges where needed&lt;br /&gt;
&lt;br /&gt;
If you want to make things a bit more complicated, try Ctrl-left clicking to create new vertices and edges. You can 'Subdivide' faces or edges from the panel on the left, or duplicate vertices, edges and faces with Shift-'d'. Extrude (Alt-'e') and Bevel (Ctrl-'b') are also invaluable tools for this kind of modelling.&lt;br /&gt;
&lt;br /&gt;
If you go wrong, use Ctrl-'z' for undo, or select the mistakes, hit 'Del' key and select 'Only edges &amp;amp; faces'.&lt;br /&gt;
&lt;br /&gt;
=== Cleaning up ===&lt;br /&gt;
&lt;br /&gt;
You should now have something resembling a simple space ship. Move things around until you're happy with the basic shape.&lt;br /&gt;
&lt;br /&gt;
For a better look, hit 'z' to toggle wireframe view, and numpad '.' to reposition the centre of rotation and zoom around the currently selected object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.shaped.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While we could move straight onto the textures, we have a little bit of housekeeping due first.&lt;br /&gt;
&lt;br /&gt;
* Switch to vertex edit mode then select all with the 'a' key&lt;br /&gt;
* Choose 'Remove doubles' on the left-hand panel. This merges any selected overlapping vertices&lt;br /&gt;
&lt;br /&gt;
==== Internal faces ====&lt;br /&gt;
&lt;br /&gt;
We used the 'short cut' of building our model out of geometric primitives, instead of building it vertex by vertex. This means there are faces inside the model which should never be seen, and to reduce visual glitches, and strain on the renderer, we need to delete them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.internal.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In this case, it's pretty easy to spot them all with wireframe mode ('z'). Select and delete them with 'Del' -&amp;gt; 'Only faces'&lt;br /&gt;
&lt;br /&gt;
Sometimes the easiest way is just to delete internal vertices and edges - the faces will go with them.&lt;br /&gt;
&lt;br /&gt;
You can also hide a face (or vertex, mesh, etc.) with the 'h' key, allowing you to see what's inside your model. Alt-'h' brings everything back. Numpad '/' key toggles 'Local view', hiding all other meshes and objects temporarily. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Blender-layer-controls.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With more complex models, you'll want to make use of layers to isolate parts of your model. Click or use number keys to activate a layer, Shift-click or Shift-number key to activate several (Shift-Alt-number key for layers 11 - 20). '`' key (grave aka backtick, probably just left of '1') to show all, and 'm' key to move objects from layer to layer.&lt;br /&gt;
&lt;br /&gt;
==== Distortion ====&lt;br /&gt;
&lt;br /&gt;
We also need to add in any missing edges to smooth out the geometry. Any polygons whose vertices aren't all on the same plane should be divided into triangles (unless they're going to be curved by setting 'Smooth' shading mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.incoplanar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Faces with kinks in like the above aren't going to look right. Delete them&lt;br /&gt;
* Add an extra edge, and recreate them with appropriate triangles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.incoplanar.2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Normals ====&lt;br /&gt;
&lt;br /&gt;
Most faces in Pioneer are only going to have one side. We need to set each mesh to one sided, and check all faces are pointing outwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.double.sided.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Switch the mesh to single sided in the right-hand panel's 'Object Data' mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.normals.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In edit mode, press 'n' key and switch on 'Normals' for faces in the panel on the right. You might want to make them a bit longer than default&lt;br /&gt;
&lt;br /&gt;
Normals show you which way your faces have their 'front' sides. Any that look darker than those around them from the outside of the model are suspect, but the acid test is looking for the little blue spikes, which should all point outwards. &lt;br /&gt;
&lt;br /&gt;
* Chain select any faces pointing the wrong way, then flip them round with the 'Flip Direction' button under 'Normals' on the 'Mesh tools' panel on the left&lt;br /&gt;
&lt;br /&gt;
You can also use 'Recalculate normals' to try to do this automatically.&lt;br /&gt;
&lt;br /&gt;
=== Thrusters ===&lt;br /&gt;
&lt;br /&gt;
More here: [[Model system]]&lt;br /&gt;
&lt;br /&gt;
Now is a good time to start thinking about where your thrusters should go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.thrusters.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In object mode, add an 'Empty' object of type 'Single arrow'&lt;br /&gt;
* Change its name to 'thruster_001' using the 'Outliner' panel on the right&lt;br /&gt;
* Duplicate as many as you need, and resize and orient them appropriately&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
==== UV unwrapping ====&lt;br /&gt;
&lt;br /&gt;
More here: [[UV coordinates in Blender]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.screen.layout.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Switch Blender to 'UV Editing mode' using the screen layout widget at the top&lt;br /&gt;
&lt;br /&gt;
The left half of the screen now represents the way the texture will be mapped onto our model (analogously to the way a shoebox can be flattened out to its 2D plan, or a globe can be projected onto a 2D map).&lt;br /&gt;
&lt;br /&gt;
* Chain-select all of the faces on the top of the model, then hit 'u' and choose 'Unwrap'&lt;br /&gt;
&lt;br /&gt;
A projection of that part of the model will appear in the UV space on the left.&lt;br /&gt;
&lt;br /&gt;
* Do the same for the underside, the sides and the back&lt;br /&gt;
* Use the 'g', 's' and 'r' keys to squeeze these sections in as tightly as possible to the grid&lt;br /&gt;
&lt;br /&gt;
Use the mousewheel to zoom, and middle mouse button to pan around for a better look.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.uvs.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here I've flipped one side of the ship with 's', 'x', '-1', 'Return', and superimposed both sides. They'll share the same texture.&lt;br /&gt;
&lt;br /&gt;
* Ensure all faces are selected with 'a', then choose 'UVs' -&amp;gt; 'Export UV Layout' on the menu at the bottom left, and save the file&lt;br /&gt;
&lt;br /&gt;
==== Drawing a texture ====&lt;br /&gt;
&lt;br /&gt;
More here: [[:Category:GIMP|GIMP]], [[Textures]]&lt;br /&gt;
&lt;br /&gt;
First we find a nice metallic looking 'base' texture with an appropriate license for the background somewhere on the internet. You might not end up with much of it visible in the end, but it's useful to fill in any gaps. I found some on [http://opengameart.org/textures/all opengameart.org]. Grab anything containing a feature you might want as well.&lt;br /&gt;
&lt;br /&gt;
===== Working with layers =====&lt;br /&gt;
&lt;br /&gt;
* Open GIMP, and choose 'File' -&amp;gt; 'Open as Layers'&lt;br /&gt;
* In the file selector, Ctrl-click on the UV map, the metallic background texture, and any other files you need. Hit 'Open'&lt;br /&gt;
* Use 'Scale tool' to resize the background so it covers the whole image&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.layer.controls.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use the layer controls to keep a handle on what's going on. Each of the resources you've pasted in should normally remain as an unmodified 'master' on a separate layer - we'll create new layers to do the actual editing in. Toggle visibility with the eye icons on the left - here I've set the background metal (known to GIMP as 'Clipboard' layer at the moment) to invisible. Move layers up and down in the stack with the green arrows.&lt;br /&gt;
&lt;br /&gt;
* Move the UV layout to the top of the stack. You'll be using it as a stencil to draw and compose everything else&lt;br /&gt;
&lt;br /&gt;
===== Copying sections into a working layer =====&lt;br /&gt;
&lt;br /&gt;
* Activate a layer containing some of the details you want to use. Move it higher up in the stack if you want a better view of it&lt;br /&gt;
* Use the select tools to pick out a section you want to turn into a feature&lt;br /&gt;
* Choose 'Edit' -&amp;gt; 'Copy', 'Edit' - &amp;gt; 'Paste', then hit the 'New layer' button in the Layers dialogue to create a new working layer for it&lt;br /&gt;
* Use the 'Eraser tool', or use select tools and 'Edit' -&amp;gt; 'Cut' to trim it down precisely&lt;br /&gt;
&lt;br /&gt;
Tab toggles the floating toolboxes.&lt;br /&gt;
&lt;br /&gt;
Note that editing in GIMP is constrained by several things. You can only use tools such as the eraser within the selected area and on the active layer. If you want to draw outside the boundaries of the layer, use 'Layer to image size' in the 'Layer' menu.&lt;br /&gt;
&lt;br /&gt;
* Once you've duplicated bits into the shapes you want, use 'Merge down' or 'New from visible' in the 'Layer' menu to merge the parts into a complete layer&lt;br /&gt;
&lt;br /&gt;
Double click on the names of important layers to rename them, to make it easier to keep track of a complex image.&lt;br /&gt;
&lt;br /&gt;
===== Layer transform tools =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.transforms.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use 'Perspective', 'Sheer', 'Rotate', 'Scale' and 'Flip' tools to transform the layer so it matches the shape of the face&lt;br /&gt;
&lt;br /&gt;
It's easier if you set the layer you're transforming to invisible. If faces turn out to be distorted or asymmetrical, that isn't a problem. Get the texture to the right shape, and you can adjust the UV map afterwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.textures.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the basic parts are in place.&lt;br /&gt;
&lt;br /&gt;
===== Healing and cloning =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.clone.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we use the 'Heal' and 'Clone' tools to integrate the separate parts we've pasted in, and to remove anomalies or details we don't want in the image.&lt;br /&gt;
&lt;br /&gt;
* Hold Ctrl and click on a sample area, that looks how it should. Click and drag over the target&lt;br /&gt;
&lt;br /&gt;
Sometimes repeated short clicks seem to work better with heal. With a little practise, you can erase fairly large elements you don't want. It sometimes works better if you turn down the tool's opacity and use multiple strokes.&lt;br /&gt;
&lt;br /&gt;
Remember to use the selection tools to limit which part of a layer you are drawing on, so you don't erase or modify parts that are already finished. If you use 'Fuzzy select' to select a region in the UV layer, then switch back to the layer you're working on, you can use the selected area like a mask or a stencil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.heal.png]]&lt;br /&gt;
&lt;br /&gt;
Done in a rush, but you get the idea :-)&lt;br /&gt;
&lt;br /&gt;
===== Hand drawing detail =====&lt;br /&gt;
&lt;br /&gt;
Use Shift to draw straight lines in GIMP. If you want to draw lots of geometric details, you might want to experiment with a vector drawing program such as [http://www.inkscape.org Inkscape].&lt;br /&gt;
&lt;br /&gt;
==== Exporting the texture  ====&lt;br /&gt;
&lt;br /&gt;
* Export the file as a png, remembering to turn off the visibility of the UV layer, and any others you were just using to work with. I've called mine 'firstship.png'&lt;br /&gt;
&lt;br /&gt;
==== Reimport to Blender (optional) ====&lt;br /&gt;
&lt;br /&gt;
You don't need to import the texture to Blender to get it into the game, but it can help to get a good look at it first.&lt;br /&gt;
&lt;br /&gt;
* In Blender's UV editing screen layout, choose 'Image' -&amp;gt; 'Open Image' on the menu on the bottom left&lt;br /&gt;
* Open the finished texture, and make any final adjustments to the UV map&lt;br /&gt;
&lt;br /&gt;
Ctrl-tab between editing vertices, edges, faces and islands.&lt;br /&gt;
&lt;br /&gt;
* Switch back to 'Default' screen layout, and switch the right-hand panel to 'Material'. If you included the default cube in your ship, there should already be a material. If there isn't, hit the '+' button to add one&lt;br /&gt;
* Switch the panel to 'Texture' mode, click the '+' button to add a texture, then change its type to 'Image or Movie'&lt;br /&gt;
* Under 'Image' click 'Open', and open the texture&lt;br /&gt;
* Under 'Mapping' set 'Coordinates' to 'UV'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.viewport.shading.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Set 'Viewport Shading' mode on the menu at the bottom to 'Texture'&lt;br /&gt;
* You might need to make some final adjustments to your thrusters etc. to line them up with the textures.&lt;br /&gt;
&lt;br /&gt;
Add some lights to the scene to get a better look.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.render.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not about to win any beauty contests, but hey, she looks like a spaceship!&lt;br /&gt;
&lt;br /&gt;
=== Using the model ===&lt;br /&gt;
&lt;br /&gt;
==== Export from Blender ====&lt;br /&gt;
&lt;br /&gt;
* Select the mesh, and switch the panel on the right to 'Material'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.material.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Make note of the name of the mesh's material - it will probably simply be 'Material'&lt;br /&gt;
* Select the mesh, and all your thrusters etc. Layer controls might help will this&lt;br /&gt;
* Choose 'File' -&amp;gt; 'Export' -&amp;gt; 'Collada' in the menu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Newmodel exportsettings01.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use these export settings. I've saved mine as 'firstship.dae'&lt;br /&gt;
&lt;br /&gt;
==== Creating a .model file ====&lt;br /&gt;
&lt;br /&gt;
More here: [[Model system]]&lt;br /&gt;
&lt;br /&gt;
* Now create a plain text file (in other words use a text editor rather than a word processor, which would fill it with invisible formatting information etc.) with the extension .model, which describes the ship's appearance&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
material Material-material&lt;br /&gt;
diffuse 1.0 1.0 1.0&lt;br /&gt;
specular 0.3 0.3 0.3&lt;br /&gt;
tex_diff firstship.png&lt;br /&gt;
mesh firstship.dae&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Use the name of the material in Blender, but with &amp;quot;-material&amp;quot; appended to it&lt;br /&gt;
* Place the .model, .dae and .png files in a suitable directory such as Pioneer/data/models/ships/firstship/&lt;br /&gt;
&lt;br /&gt;
Load Pioneer's [[Model viewer]], and check everything loads OK.&lt;br /&gt;
&lt;br /&gt;
==== Getting the model into Pioneer ====&lt;br /&gt;
&lt;br /&gt;
The simplest way to view your model in-game is to replace the model file of the start ship (currently the Wave) with your newly created ship's model file. You'll need to put the .dae and .png in the same directory.&lt;br /&gt;
&lt;br /&gt;
==== Creating a ship definition ====&lt;br /&gt;
&lt;br /&gt;
More here: [[Creating Ships and Stations]]&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.screenshot.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Art]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Making_your_first_ship&amp;diff=1216</id>
		<title>Making your first ship</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Making_your_first_ship&amp;diff=1216"/>
		<updated>2013-03-25T12:20:07Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* Layer transform tools */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
This page describes point by point how to create your first ship, and get it into Pioneer. You should be able to do this from scratch within a few hours, having no experience whatsoever. We aren't intending to cover much detail at all, but will rather give a simplified overview, and point to other pages with fuller explanations for once you're comfortable with the process.&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
To follow this tutorial you will need:&lt;br /&gt;
&lt;br /&gt;
* A recent copy of [http://pioneerspacesim.net/download Pioneer] - using SGModel system. Anything since around Alpha 30 is fine&lt;br /&gt;
* A recent copy of [http://www.blender.org Blender] - this was written on 2.65&lt;br /&gt;
* A recent copy of [http://www.gimp.org GIMP] - this was written on 2.8&lt;br /&gt;
* A three button mouse with a wheel, or equivalent&lt;br /&gt;
&lt;br /&gt;
Other 3D modellers and raster art programs will work fine, as long as you can work with standard formats such as Collada and .png. Other input devices can probably be configured around.&lt;br /&gt;
&lt;br /&gt;
== Step by step ==&lt;br /&gt;
&lt;br /&gt;
=== Making a ship ===&lt;br /&gt;
&lt;br /&gt;
More here: [[:Category:Blender|Blender]]&lt;br /&gt;
&lt;br /&gt;
* Open Blender&lt;br /&gt;
&lt;br /&gt;
The default scene should consist of a cube, a camera and a lamp. The camera and lamp are irrelevant and won't be exported, but that cube is going places ;-)&lt;br /&gt;
&lt;br /&gt;
==== Box modelling ====&lt;br /&gt;
&lt;br /&gt;
* Make sure the mouse cursor is on the view of the scene, then hit Ctrl-alt-'q' to toggle quad view&lt;br /&gt;
&lt;br /&gt;
This allows us to easily check we have lined things up correctly.&lt;br /&gt;
&lt;br /&gt;
* Shift-'a', then choose 'Mesh' -&amp;gt; 'Cube'&lt;br /&gt;
&lt;br /&gt;
You've just added a cube to the scene. You won't be able to see it yet, as it's perfectly aligned with the 'default' cube: when you add things they'll appear where the 3D cursor is, and you can move that around with the left mouse button, or snap it back to the grid or the centre of the scene using the shift-'s' menu.&lt;br /&gt;
&lt;br /&gt;
* Move the mouse cursor onto the top down view, then hit 'g' to move the current selection (our new cube). Hold Ctrl to snap it to the grid, and move it a little further in the plus direction along the Y axis (in the direction the green arrow is pointing). Leave it just touching the edge of the default cube&lt;br /&gt;
&lt;br /&gt;
The scene's centre, where the default cube currently sits, and where the green and red lines cross, will mark the centre of mass of our ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.cubes.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Make two more cubes, and leave them touching the default cube on either direction on the X axis. You can use Shift-'a' for Add, or Shift-'d' for Duplicate&lt;br /&gt;
&lt;br /&gt;
==== Editing vertices ====&lt;br /&gt;
&lt;br /&gt;
* Right-click on the first cube we created to select it&lt;br /&gt;
&lt;br /&gt;
That's the nose of our ship, so it needs to be a bit more pointed.&lt;br /&gt;
&lt;br /&gt;
* Hold the middle mouse button in the 3D viewport, and swing the view round to get a better look at it&lt;br /&gt;
&lt;br /&gt;
Mousewheel zooms, Ctrl or Shift and mousewheel moves a viewport horizontally or vertically, and Shift-middle mouse will pan.&lt;br /&gt;
&lt;br /&gt;
* Hit Tab to switch to 'Edit mode'&lt;br /&gt;
&lt;br /&gt;
You can now Ctrl-tab between vertex, edge and face edit mode. We should be on vertex edit mode already.&lt;br /&gt;
&lt;br /&gt;
* Hit 'a' for deselect all. Right click on one of the bottom vertices at the tip of the nose. Hold Shift, then right click on the vertex above it to chain-select it&lt;br /&gt;
&lt;br /&gt;
'b' for box, 'c' for circle, and Ctrl-left mouse for freehand select are also very useful for selecting multiple things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.vertices.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hit Alt-'m' for merge, and choose 'At first'&lt;br /&gt;
&lt;br /&gt;
The vertices will merge, and any edges and faces between them are dissolved.&lt;br /&gt;
&lt;br /&gt;
* Do the same for the other two vertices, to create a pointed nose&lt;br /&gt;
* We can also make the nose a bit longer, by selecting each of the newly merged vertices then typing 'g', 'y', '2', 'Return', moving them both two Blender units (meters in game) further along the Y axis.&lt;br /&gt;
&lt;br /&gt;
We could equally have used the mouse. 's' for scale and 'r' for rotate work in similar fashion, though note that 'r' toggles between two different rotate modes.&lt;br /&gt;
&lt;br /&gt;
==== Joining and separating ====&lt;br /&gt;
&lt;br /&gt;
You'll note that the only vertices you can edit are those belonging to the currently selected mesh - you have to Tab back to 'Object mode' to select another object, then Tab back to edit mode before its vertices become visible. If we want to 'fill in' the areas between two meshes, we either have to use another completely separate mesh which lines up with the others, copy part of one mesh into the other, or merge them.&lt;br /&gt;
&lt;br /&gt;
* Tab back to object mode, then hit 'a' key to select all&lt;br /&gt;
* Hit Ctrl-'j' to merge our ship together into a single mesh&lt;br /&gt;
&lt;br /&gt;
If you want to separate off a section, select it in edit mode, hit 'p' and choose 'Selection'&lt;br /&gt;
&lt;br /&gt;
==== Creating edges and faces ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.edges.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you can join up the section between the 'wings' and the 'nose'.&lt;br /&gt;
&lt;br /&gt;
* Tab back to edit mode, and chain select two vertices&lt;br /&gt;
* Hit 'f' to create an edge between them&lt;br /&gt;
* Select three edges and hit 'f', and you'll create a face. You can also just select three vertices and hit 'f'; Blender will fill in the edges where needed&lt;br /&gt;
&lt;br /&gt;
If you want to make things a bit more complicated, try Ctrl-left clicking to create new vertices and edges. You can 'Subdivide' faces or edges from the panel on the left, or duplicate vertices, edges and faces with Shift-'d'. Extrude (Alt-'e') and Bevel (Ctrl-'b') are also invaluable tools for this kind of modelling.&lt;br /&gt;
&lt;br /&gt;
If you go wrong, use Ctrl-'z' for undo, or select the mistakes, hit 'Del' key and select 'Only edges &amp;amp; faces'.&lt;br /&gt;
&lt;br /&gt;
=== Cleaning up ===&lt;br /&gt;
&lt;br /&gt;
You should now have something resembling a simple space ship. Move things around until you're happy with the basic shape.&lt;br /&gt;
&lt;br /&gt;
For a better look, hit 'z' to toggle wireframe view, and numpad '.' to reposition the centre of rotation and zoom around the currently selected object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.shaped.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While we could move straight onto the textures, we have a little bit of housekeeping due first.&lt;br /&gt;
&lt;br /&gt;
* Switch to vertex edit mode then select all with the 'a' key&lt;br /&gt;
* Choose 'Remove doubles' on the left-hand panel. This merges any selected overlapping vertices&lt;br /&gt;
&lt;br /&gt;
==== Internal faces ====&lt;br /&gt;
&lt;br /&gt;
We used the 'short cut' of building our model out of geometric primitives, instead of building it vertex by vertex. This means there are faces inside the model which should never be seen, and to reduce visual glitches, and strain on the renderer, we need to delete them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.internal.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In this case, it's pretty easy to spot them all with wireframe mode ('z'). Select and delete them with 'Del' -&amp;gt; 'Only faces'&lt;br /&gt;
&lt;br /&gt;
Sometimes the easiest way is just to delete internal vertices and edges - the faces will go with them.&lt;br /&gt;
&lt;br /&gt;
You can also hide a face (or vertex, mesh, etc.) with the 'h' key, allowing you to see what's inside your model. Alt-'h' brings everything back. Numpad '/' key toggles 'Local view', hiding all other meshes and objects temporarily. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Blender-layer-controls.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With more complex models, you'll want to make use of layers to isolate parts of your model. Click or use number keys to activate a layer, Shift-click or Shift-number key to activate several (Shift-Alt-number key for layers 11 - 20). '`' key (grave aka backtick, probably just left of '1') to show all, and 'm' key to move objects from layer to layer.&lt;br /&gt;
&lt;br /&gt;
==== Distortion ====&lt;br /&gt;
&lt;br /&gt;
We also need to add in any missing edges to smooth out the geometry. Any polygons whose vertices aren't all on the same plane should be divided into triangles (unless they're going to be curved by setting 'Smooth' shading mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.incoplanar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Faces with kinks in like the above aren't going to look right. Delete them&lt;br /&gt;
* Add an extra edge, and recreate them with appropriate triangles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.incoplanar.2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Normals ====&lt;br /&gt;
&lt;br /&gt;
Most faces in Pioneer are only going to have one side. We need to set each mesh to one sided, and check all faces are pointing outwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.double.sided.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Switch the mesh to single sided in the right-hand panel's 'Object Data' mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.normals.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In edit mode, press 'n' key and switch on 'Normals' for faces in the panel on the right. You might want to make them a bit longer than default&lt;br /&gt;
&lt;br /&gt;
Normals show you which way your faces have their 'front' sides. Any that look darker than those around them from the outside of the model are suspect, but the acid test is looking for the little blue spikes, which should all point outwards. &lt;br /&gt;
&lt;br /&gt;
* Chain select any faces pointing the wrong way, then flip them round with the 'Flip Direction' button under 'Normals' on the 'Mesh tools' panel on the left&lt;br /&gt;
&lt;br /&gt;
You can also use 'Recalculate normals' to try to do this automatically.&lt;br /&gt;
&lt;br /&gt;
=== Thrusters ===&lt;br /&gt;
&lt;br /&gt;
More here: [[Model system]]&lt;br /&gt;
&lt;br /&gt;
Now is a good time to start thinking about where your thrusters should go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.thrusters.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In object mode, add an 'Empty' object of type 'Single arrow'&lt;br /&gt;
* Change its name to 'thruster_001' using the 'Outliner' panel on the right&lt;br /&gt;
* Duplicate as many as you need, and resize and orient them appropriately&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
==== UV unwrapping ====&lt;br /&gt;
&lt;br /&gt;
More here: [[UV coordinates in Blender]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.screen.layout.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Switch Blender to 'UV Editing mode' using the screen layout widget at the top&lt;br /&gt;
&lt;br /&gt;
The left half of the screen now represents the way the texture will be mapped onto our model (analogously to the way a shoebox can be flattened out to its 2D plan, or a globe can be projected onto a 2D map).&lt;br /&gt;
&lt;br /&gt;
* Chain-select all of the faces on the top of the model, then hit 'u' and choose 'Unwrap'&lt;br /&gt;
&lt;br /&gt;
A projection of that part of the model will appear in the UV space on the left.&lt;br /&gt;
&lt;br /&gt;
* Do the same for the underside, the sides and the back&lt;br /&gt;
* Use the 'g', 's' and 'r' keys to squeeze these sections in as tightly as possible to the grid&lt;br /&gt;
&lt;br /&gt;
Use the mousewheel to zoom, and middle mouse button to pan around for a better look.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.uvs.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here I've flipped one side of the ship with 's', 'x', '-1', 'Return', and superimposed both sides. They'll share the same texture.&lt;br /&gt;
&lt;br /&gt;
* Ensure all faces are selected with 'a', then choose 'UVs' -&amp;gt; 'Export UV Layout' on the menu at the bottom left, and save the file&lt;br /&gt;
&lt;br /&gt;
==== Drawing a texture ====&lt;br /&gt;
&lt;br /&gt;
More here: [[:Category:GIMP|GIMP]], [[Textures]]&lt;br /&gt;
&lt;br /&gt;
First we find a nice metallic looking 'base' texture with an appropriate license for the background somewhere on the internet. You might not end up with much of it visible in the end, but it's useful to fill in any gaps. I found some on [http://opengameart.org/textures/all opengameart.org]. Grab anything containing a feature you might want as well.&lt;br /&gt;
&lt;br /&gt;
===== Working with layers =====&lt;br /&gt;
&lt;br /&gt;
* Open GIMP, and choose 'File' -&amp;gt; 'Open as Layers'&lt;br /&gt;
* In the file selector, Ctrl-click on the UV map, the metallic background texture, and any other files you need. Hit 'Open'&lt;br /&gt;
* Use 'Scale tool' to resize the background so it covers the whole image&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.layer.controls.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use the layer controls to keep a handle on what's going on. Each of the resources you've pasted in should normally remain as an unmodified 'master' on a separate layer - we'll create new layers to do the actual editing in. Toggle visibility with the eye icons on the left - here I've set the background metal (known to GIMP as 'Clipboard' layer at the moment) to invisible. Move layers up and down in the stack with the green arrows.&lt;br /&gt;
&lt;br /&gt;
* Move the UV layout to the top of the stack. You'll be using it as a stencil to draw and compose everything else&lt;br /&gt;
&lt;br /&gt;
===== Copying sections into a working layer =====&lt;br /&gt;
&lt;br /&gt;
* Activate a layer containing some of the details you want to use. Move it higher up in the stack if you want a better view of it&lt;br /&gt;
* Use the select tools to pick out a section you want to turn into a feature&lt;br /&gt;
* Choose 'Edit' -&amp;gt; 'Copy', 'Edit' - &amp;gt; 'Paste as new layer' to create a new working layer for it&lt;br /&gt;
* Use the 'Eraser tool', or use select tools and 'Edit' -&amp;gt; 'Cut' to trim it down precisely&lt;br /&gt;
&lt;br /&gt;
Tab toggles the floating toolboxes.&lt;br /&gt;
&lt;br /&gt;
Note that editing in GIMP is constrained by several things. You can only use tools such as the eraser within the selected area and on the active layer. If you want to draw outside the boundaries of the layer, use 'Layer to image size' in the 'Layer' menu.&lt;br /&gt;
&lt;br /&gt;
* Once you've duplicated bits into the shapes you want, use 'Merge down' or 'New from visible' in the 'Layer' menu to merge the parts into a complete layer&lt;br /&gt;
&lt;br /&gt;
Double click on the names of important layers to rename them, to make it easier to keep track of a complex image.&lt;br /&gt;
&lt;br /&gt;
===== Layer transform tools =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.transforms.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use 'Perspective', 'Sheer', 'Rotate', 'Scale' and 'Flip' tools to transform the layer so it matches the shape of the face&lt;br /&gt;
&lt;br /&gt;
It's easier if you set the layer you're transforming to invisible. If faces turn out to be distorted or asymmetrical, that isn't a problem. Get the texture to the right shape, and you can adjust the UV map afterwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.textures.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the basic parts are in place.&lt;br /&gt;
&lt;br /&gt;
===== Healing and cloning =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.clone.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we use the 'Heal' and 'Clone' tools to integrate the separate parts we've pasted in, and to remove anomalies or details we don't want in the image.&lt;br /&gt;
&lt;br /&gt;
* Hold Ctrl and click on a sample area, that looks how it should. Click and drag over the target&lt;br /&gt;
&lt;br /&gt;
Sometimes repeated short clicks seem to work better with heal. With a little practise, you can erase fairly large elements you don't want. It sometimes works better if you turn down the tool's opacity and use multiple strokes.&lt;br /&gt;
&lt;br /&gt;
Remember to use the selection tools to limit which part of a layer you are drawing on, so you don't erase or modify parts that are already finished. If you use 'Fuzzy select' to select a region in the UV layer, then switch back to the layer you're working on, you can use the selected area like a mask or a stencil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.heal.png]]&lt;br /&gt;
&lt;br /&gt;
Done in a rush, but you get the idea :-)&lt;br /&gt;
&lt;br /&gt;
===== Hand drawing detail =====&lt;br /&gt;
&lt;br /&gt;
Use Shift to draw straight lines in GIMP. If you want to draw lots of geometric details, you might want to experiment with a vector drawing program such as [http://www.inkscape.org Inkscape].&lt;br /&gt;
&lt;br /&gt;
==== Exporting the texture  ====&lt;br /&gt;
&lt;br /&gt;
* Export the file as a png, remembering to turn off the visibility of the UV layer, and any others you were just using to work with. I've called mine 'firstship.png'&lt;br /&gt;
&lt;br /&gt;
==== Reimport to Blender (optional) ====&lt;br /&gt;
&lt;br /&gt;
You don't need to import the texture to Blender to get it into the game, but it can help to get a good look at it first.&lt;br /&gt;
&lt;br /&gt;
* In Blender's UV editing screen layout, choose 'Image' -&amp;gt; 'Open Image' on the menu on the bottom left&lt;br /&gt;
* Open the finished texture, and make any final adjustments to the UV map&lt;br /&gt;
&lt;br /&gt;
Ctrl-tab between editing vertices, edges, faces and islands.&lt;br /&gt;
&lt;br /&gt;
* Switch back to 'Default' screen layout, and switch the right-hand panel to 'Material'. If you included the default cube in your ship, there should already be a material. If there isn't, hit the '+' button to add one&lt;br /&gt;
* Switch the panel to 'Texture' mode, click the '+' button to add a texture, then change its type to 'Image or Movie'&lt;br /&gt;
* Under 'Image' click 'Open', and open the texture&lt;br /&gt;
* Under 'Mapping' set 'Coordinates' to 'UV'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.viewport.shading.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Set 'Viewport Shading' mode on the menu at the bottom to 'Texture'&lt;br /&gt;
* You might need to make some final adjustments to your thrusters etc. to line them up with the textures.&lt;br /&gt;
&lt;br /&gt;
Add some lights to the scene to get a better look.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.render.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not about to win any beauty contests, but hey, she looks like a spaceship!&lt;br /&gt;
&lt;br /&gt;
=== Using the model ===&lt;br /&gt;
&lt;br /&gt;
==== Export from Blender ====&lt;br /&gt;
&lt;br /&gt;
* Select the mesh, and switch the panel on the right to 'Material'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.material.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Make note of the name of the mesh's material - it will probably simply be 'Material'&lt;br /&gt;
* Select the mesh, and all your thrusters etc. Layer controls might help will this&lt;br /&gt;
* Choose 'File' -&amp;gt; 'Export' -&amp;gt; 'Collada' in the menu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Newmodel exportsettings01.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use these export settings. I've saved mine as 'firstship.dae'&lt;br /&gt;
&lt;br /&gt;
==== Creating a .model file ====&lt;br /&gt;
&lt;br /&gt;
More here: [[Model system]]&lt;br /&gt;
&lt;br /&gt;
* Now create a plain text file (in other words use a text editor rather than a word processor, which would fill it with invisible formatting information etc.) with the extension .model, which describes the ship's appearance&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
material Material-material&lt;br /&gt;
diffuse 1.0 1.0 1.0&lt;br /&gt;
specular 0.3 0.3 0.3&lt;br /&gt;
tex_diff firstship.png&lt;br /&gt;
mesh firstship.dae&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Use the name of the material in Blender, but with &amp;quot;-material&amp;quot; appended to it&lt;br /&gt;
* Place the .model, .dae and .png files in a suitable directory such as Pioneer/data/models/ships/firstship/&lt;br /&gt;
&lt;br /&gt;
Load Pioneer's [[Model viewer]], and check everything loads OK.&lt;br /&gt;
&lt;br /&gt;
==== Getting the model into Pioneer ====&lt;br /&gt;
&lt;br /&gt;
The simplest way to view your model in-game is to replace the model file of the start ship (currently the Wave) with your newly created ship's model file. You'll need to put the .dae and .png in the same directory.&lt;br /&gt;
&lt;br /&gt;
==== Creating a ship definition ====&lt;br /&gt;
&lt;br /&gt;
More here: [[Creating Ships and Stations]]&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.screenshot.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Art]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Making_your_first_ship&amp;diff=1213</id>
		<title>Making your first ship</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Making_your_first_ship&amp;diff=1213"/>
		<updated>2013-03-24T08:57:20Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
This page describes point by point how to create your first ship, and get it into Pioneer. You should be able to do this from scratch within a few hours, having no experience whatsoever. We aren't intending to cover much detail at all, but will rather give a simplified overview, and point to other pages with fuller explanations for once you're comfortable with the process.&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
To follow this tutorial you will need:&lt;br /&gt;
&lt;br /&gt;
* A recent copy of [http://pioneerspacesim.net/download Pioneer] - using SGModel system. Anything since around Alpha 30 is fine&lt;br /&gt;
* A recent copy of [http://www.blender.org Blender] - this was written on 2.65&lt;br /&gt;
* A recent copy of [http://www.gimp.org GIMP] - this was written on 2.8&lt;br /&gt;
* A three button mouse with a wheel, or equivalent&lt;br /&gt;
&lt;br /&gt;
Other 3D modellers and raster art programs will work fine, as long as you can work with standard formats such as Collada and .png. Other input devices can probably be configured around.&lt;br /&gt;
&lt;br /&gt;
== Step by step ==&lt;br /&gt;
&lt;br /&gt;
=== Making a ship ===&lt;br /&gt;
&lt;br /&gt;
More here: [[:Category:Blender|Blender]]&lt;br /&gt;
&lt;br /&gt;
* Open Blender&lt;br /&gt;
&lt;br /&gt;
The default scene should consist of a cube, a camera and a lamp. The camera and lamp are irrelevant and won't be exported, but that cube is going places ;-)&lt;br /&gt;
&lt;br /&gt;
==== Box modelling ====&lt;br /&gt;
&lt;br /&gt;
* Make sure the mouse cursor is on the view of the scene, then hit Ctrl-alt-'q' to toggle quad view&lt;br /&gt;
&lt;br /&gt;
This allows us to easily check we have lined things up correctly.&lt;br /&gt;
&lt;br /&gt;
* Shift-'a', then choose 'Mesh' -&amp;gt; 'Cube'&lt;br /&gt;
&lt;br /&gt;
You've just added a cube to the scene. You won't be able to see it yet, as it's perfectly aligned with the 'default' cube: when you add things they'll appear where the 3D cursor is, and you can move that around with the left mouse button, or snap it back to the grid or the centre of the scene using the shift-'s' menu.&lt;br /&gt;
&lt;br /&gt;
* Move the mouse cursor onto the top down view, then hit 'g' to move the current selection (our new cube). Hold Ctrl to snap it to the grid, and move it a little further in the plus direction along the Y axis (in the direction the green arrow is pointing). Leave it just touching the edge of the default cube&lt;br /&gt;
&lt;br /&gt;
The scene's centre, where the default cube currently sits, and where the green and red lines cross, will mark the centre of mass of our ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.cubes.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Make two more cubes, and leave them touching the default cube on either direction on the X axis. You can use Shift-'a' for Add, or Shift-'d' for Duplicate&lt;br /&gt;
&lt;br /&gt;
==== Editing vertices ====&lt;br /&gt;
&lt;br /&gt;
* Right-click on the first cube we created to select it&lt;br /&gt;
&lt;br /&gt;
That's the nose of our ship, so it needs to be a bit more pointed.&lt;br /&gt;
&lt;br /&gt;
* Hold the middle mouse button in the 3D viewport, and swing the view round to get a better look at it&lt;br /&gt;
&lt;br /&gt;
Mousewheel zooms, Ctrl or Shift and mousewheel moves a viewport horizontally or vertically, and Shift-middle mouse will pan.&lt;br /&gt;
&lt;br /&gt;
* Hit Tab to switch to 'Edit mode'&lt;br /&gt;
&lt;br /&gt;
You can now Ctrl-tab between vertex, edge and face edit mode. We should be on vertex edit mode already.&lt;br /&gt;
&lt;br /&gt;
* Hit 'a' for deselect all. Right click on one of the bottom vertices at the tip of the nose. Hold Shift, then right click on the vertex above it to chain-select it&lt;br /&gt;
&lt;br /&gt;
'b' for box, 'c' for circle, and Ctrl-left mouse for freehand select are also very useful for selecting multiple things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.vertices.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hit Alt-'m' for merge, and choose 'At first'&lt;br /&gt;
&lt;br /&gt;
The vertices will merge, and any edges and faces between them are dissolved.&lt;br /&gt;
&lt;br /&gt;
* Do the same for the other two vertices, to create a pointed nose&lt;br /&gt;
* We can also make the nose a bit longer, by selecting each of the newly merged vertices then typing 'g', 'y', '2', 'Return', moving them both two Blender units (meters in game) further along the Y axis.&lt;br /&gt;
&lt;br /&gt;
We could equally have used the mouse. 's' for scale and 'r' for rotate work in similar fashion, though note that 'r' toggles between two different rotate modes.&lt;br /&gt;
&lt;br /&gt;
==== Joining and separating ====&lt;br /&gt;
&lt;br /&gt;
You'll note that the only vertices you can edit are those belonging to the currently selected mesh - you have to Tab back to 'Object mode' to select another object, then Tab back to edit mode before its vertices become visible. If we want to 'fill in' the areas between two meshes, we either have to use another completely separate mesh which lines up with the others, copy part of one mesh into the other, or merge them.&lt;br /&gt;
&lt;br /&gt;
* Tab back to object mode, then hit 'a' key to select all&lt;br /&gt;
* Hit Ctrl-'j' to merge our ship together into a single mesh&lt;br /&gt;
&lt;br /&gt;
If you want to separate off a section, select it in edit mode, hit 'p' and choose 'Selection'&lt;br /&gt;
&lt;br /&gt;
==== Creating edges and faces ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.edges.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you can join up the section between the 'wings' and the 'nose'.&lt;br /&gt;
&lt;br /&gt;
* Tab back to edit mode, and chain select two vertices&lt;br /&gt;
* Hit 'f' to create an edge between them&lt;br /&gt;
* Select three edges and hit 'f', and you'll create a face. You can also just select three vertices and hit 'f'; Blender will fill in the edges where needed&lt;br /&gt;
&lt;br /&gt;
If you want to make things a bit more complicated, try Ctrl-left clicking to create new vertices and edges. You can 'Subdivide' faces or edges from the panel on the left, or duplicate vertices, edges and faces with Shift-'d'. Extrude (Alt-'e') and Bevel (Ctrl-'b') are also invaluable tools for this kind of modelling.&lt;br /&gt;
&lt;br /&gt;
If you go wrong, use Ctrl-'z' for undo, or select the mistakes, hit 'Del' key and select 'Only edges &amp;amp; faces'.&lt;br /&gt;
&lt;br /&gt;
=== Cleaning up ===&lt;br /&gt;
&lt;br /&gt;
You should now have something resembling a simple space ship. Move things around until you're happy with the basic shape.&lt;br /&gt;
&lt;br /&gt;
For a better look, hit 'z' to toggle wireframe view, and numpad '.' to reposition the centre of rotation and zoom around the currently selected object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.shaped.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While we could move straight onto the textures, we have a little bit of housekeeping due first.&lt;br /&gt;
&lt;br /&gt;
* Switch to vertex edit mode then select all with the 'a' key&lt;br /&gt;
* Choose 'Remove doubles' on the left-hand panel. This merges any selected overlapping vertices&lt;br /&gt;
&lt;br /&gt;
==== Internal faces ====&lt;br /&gt;
&lt;br /&gt;
We used the 'short cut' of building our model out of geometric primitives, instead of building it vertex by vertex. This means there are faces inside the model which should never be seen, and to reduce visual glitches, and strain on the renderer, we need to delete them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.internal.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In this case, it's pretty easy to spot them all with wireframe mode ('z'). Select and delete them with 'Del' -&amp;gt; 'Only faces'&lt;br /&gt;
&lt;br /&gt;
Sometimes the easiest way is just to delete internal vertices and edges - the faces will go with them.&lt;br /&gt;
&lt;br /&gt;
You can also hide a face (or vertex, mesh, etc.) with the 'h' key, allowing you to see what's inside your model. Alt-'h' brings everything back. Numpad '/' key toggles 'Local view', hiding all other meshes and objects temporarily. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Blender-layer-controls.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With more complex models, you'll want to make use of layers to isolate parts of your model. Click or use number keys to activate a layer, Shift-click or Shift-number key to activate several (Shift-Alt-number key for layers 11 - 20). '`' key (grave aka backtick, probably just left of '1') to show all, and 'm' key to move objects from layer to layer.&lt;br /&gt;
&lt;br /&gt;
==== Distortion ====&lt;br /&gt;
&lt;br /&gt;
We also need to add in any missing edges to smooth out the geometry. Any polygons whose vertices aren't all on the same plane should be divided into triangles (unless they're going to be curved by setting 'Smooth' shading mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.incoplanar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Faces with kinks in like the above aren't going to look right. Delete them&lt;br /&gt;
* Add an extra edge, and recreate them with appropriate triangles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.incoplanar.2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Normals ====&lt;br /&gt;
&lt;br /&gt;
Most faces in Pioneer are only going to have one side. We need to set each mesh to one sided, and check all faces are pointing outwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.double.sided.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Switch the mesh to single sided in the right-hand panel's 'Object Data' mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.normals.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In edit mode, press 'n' key and switch on 'Normals' for faces in the panel on the right. You might want to make them a bit longer than default&lt;br /&gt;
&lt;br /&gt;
Normals show you which way your faces have their 'front' sides. Any that look darker than those around them from the outside of the model are suspect, but the acid test is looking for the little blue spikes, which should all point outwards. &lt;br /&gt;
&lt;br /&gt;
* Chain select any faces pointing the wrong way, then flip them round with the 'Flip Direction' button under 'Normals' on the 'Mesh tools' panel on the left&lt;br /&gt;
&lt;br /&gt;
You can also use 'Recalculate normals' to try to do this automatically.&lt;br /&gt;
&lt;br /&gt;
=== Thrusters ===&lt;br /&gt;
&lt;br /&gt;
More here: [[Model system]]&lt;br /&gt;
&lt;br /&gt;
Now is a good time to start thinking about where your thrusters should go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.thrusters.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In object mode, add an 'Empty' object of type 'Single arrow'&lt;br /&gt;
* Change its name to 'thruster_001' using the 'Outliner' panel on the right&lt;br /&gt;
* Duplicate as many as you need, and resize and orient them appropriately&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
==== UV unwrapping ====&lt;br /&gt;
&lt;br /&gt;
More here: [[UV coordinates in Blender]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.screen.layout.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Switch Blender to 'UV Editing mode' using the screen layout widget at the top&lt;br /&gt;
&lt;br /&gt;
The left half of the screen now represents the way the texture will be mapped onto our model (analogously to the way a shoebox can be flattened out to its 2D plan, or a globe can be projected onto a 2D map).&lt;br /&gt;
&lt;br /&gt;
* Chain-select all of the faces on the top of the model, then hit 'u' and choose 'Unwrap'&lt;br /&gt;
&lt;br /&gt;
A projection of that part of the model will appear in the UV space on the left.&lt;br /&gt;
&lt;br /&gt;
* Do the same for the underside, the sides and the back&lt;br /&gt;
* Use the 'g', 's' and 'r' keys to squeeze these sections in as tightly as possible to the grid&lt;br /&gt;
&lt;br /&gt;
Use the mousewheel to zoom, and middle mouse button to pan around for a better look.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.uvs.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here I've flipped one side of the ship with 's', 'x', '-1', 'Return', and superimposed both sides. They'll share the same texture.&lt;br /&gt;
&lt;br /&gt;
* Ensure all faces are selected with 'a', then choose 'UVs' -&amp;gt; 'Export UV Layout' on the menu at the bottom left, and save the file&lt;br /&gt;
&lt;br /&gt;
==== Drawing a texture ====&lt;br /&gt;
&lt;br /&gt;
More here: [[:Category:GIMP|GIMP]], [[Textures]]&lt;br /&gt;
&lt;br /&gt;
First we find a nice metallic looking 'base' texture with an appropriate license for the background somewhere on the internet. You might not end up with much of it visible in the end, but it's useful to fill in any gaps. I found some on [http://opengameart.org/textures/all opengameart.org]. Grab anything containing a feature you might want as well.&lt;br /&gt;
&lt;br /&gt;
===== Working with layers =====&lt;br /&gt;
&lt;br /&gt;
* Open GIMP, and choose 'File' -&amp;gt; 'Open as Layers'&lt;br /&gt;
* In the file selector, Ctrl-click on the UV map, the metallic background texture, and any other files you need. Hit 'Open'&lt;br /&gt;
* Use 'Scale tool' to resize the background so it covers the whole image&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.layer.controls.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use the layer controls to keep a handle on what's going on. Each of the resources you've pasted in should normally remain as an unmodified 'master' on a separate layer - we'll create new layers to do the actual editing in. Toggle visibility with the eye icons on the left - here I've set the background metal (known to GIMP as 'Clipboard' layer at the moment) to invisible. Move layers up and down in the stack with the green arrows.&lt;br /&gt;
&lt;br /&gt;
* Move the UV layout to the top of the stack. You'll be using it as a stencil to draw and compose everything else&lt;br /&gt;
&lt;br /&gt;
===== Copying sections into a working layer =====&lt;br /&gt;
&lt;br /&gt;
* Activate a layer containing some of the details you want to use. Move it higher up in the stack if you want a better view of it&lt;br /&gt;
* Use the select tools to pick out a section you want to turn into a feature&lt;br /&gt;
* Choose 'Edit' -&amp;gt; 'Copy', 'Edit' - &amp;gt; 'Paste as new layer' to create a new working layer for it&lt;br /&gt;
* Use the 'Eraser tool', or use select tools and 'Edit' -&amp;gt; 'Cut' to trim it down precisely&lt;br /&gt;
&lt;br /&gt;
Tab toggles the floating toolboxes.&lt;br /&gt;
&lt;br /&gt;
Note that editing in GIMP is constrained by several things. You can only use tools such as the eraser within the selected area and on the active layer. If you want to draw outside the boundaries of the layer, use 'Layer to image size' in the 'Layer' menu.&lt;br /&gt;
&lt;br /&gt;
* Once you've duplicated bits into the shapes you want, use 'Merge down' or 'New from visible' in the 'Layer' menu to merge the parts into a complete layer&lt;br /&gt;
&lt;br /&gt;
Double click on the names of important layers to rename them, to make it easier to keep track of a complex image.&lt;br /&gt;
&lt;br /&gt;
===== Layer transform tools =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.transforms.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use 'Perspective', 'Sheer', 'Scale' and 'Flip' tools to transform the layer so it matches the shape of the face&lt;br /&gt;
&lt;br /&gt;
It's easier if you set the layer you're transforming to invisible. If faces turn out to be distorted or asymmetrical, that isn't a problem. Get the texture to the right shape, and you can adjust the UV map afterwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.textures.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the basic parts are in place.&lt;br /&gt;
&lt;br /&gt;
===== Healing and cloning =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.clone.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we use the 'Heal' and 'Clone' tools to integrate the separate parts we've pasted in, and to remove anomalies or details we don't want in the image.&lt;br /&gt;
&lt;br /&gt;
* Hold Ctrl and click on a sample area, that looks how it should. Click and drag over the target&lt;br /&gt;
&lt;br /&gt;
Sometimes repeated short clicks seem to work better with heal. With a little practise, you can erase fairly large elements you don't want. It sometimes works better if you turn down the tool's opacity and use multiple strokes.&lt;br /&gt;
&lt;br /&gt;
Remember to use the selection tools to limit which part of a layer you are drawing on, so you don't erase or modify parts that are already finished. If you use 'Fuzzy select' to select a region in the UV layer, then switch back to the layer you're working on, you can use the selected area like a mask or a stencil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.heal.png]]&lt;br /&gt;
&lt;br /&gt;
Done in a rush, but you get the idea :-)&lt;br /&gt;
&lt;br /&gt;
===== Hand drawing detail =====&lt;br /&gt;
&lt;br /&gt;
Use Shift to draw straight lines in GIMP. If you want to draw lots of geometric details, you might want to experiment with a vector drawing program such as [http://www.inkscape.org Inkscape].&lt;br /&gt;
&lt;br /&gt;
==== Exporting the texture  ====&lt;br /&gt;
&lt;br /&gt;
* Export the file as a png, remembering to turn off the visibility of the UV layer, and any others you were just using to work with. I've called mine 'firstship.png'&lt;br /&gt;
&lt;br /&gt;
==== Reimport to Blender (optional) ====&lt;br /&gt;
&lt;br /&gt;
You don't need to import the texture to Blender to get it into the game, but it can help to get a good look at it first.&lt;br /&gt;
&lt;br /&gt;
* In Blender's UV editing screen layout, choose 'Image' -&amp;gt; 'Open Image' on the menu on the bottom left&lt;br /&gt;
* Open the finished texture, and make any final adjustments to the UV map&lt;br /&gt;
&lt;br /&gt;
Ctrl-tab between editing vertices, edges, faces and islands.&lt;br /&gt;
&lt;br /&gt;
* Switch back to 'Default' screen layout, and switch the right-hand panel to 'Material'. If you included the default cube in your ship, there should already be a material. If there isn't, hit the '+' button to add one&lt;br /&gt;
* Switch the panel to 'Texture' mode, click the '+' button to add a texture, then change its type to 'Image or Movie'&lt;br /&gt;
* Under 'Image' click 'Open', and open the texture&lt;br /&gt;
* Under 'Mapping' set 'Coordinates' to 'UV'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.viewport.shading.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Set 'Viewport Shading' mode on the menu at the bottom to 'Texture'&lt;br /&gt;
* You might need to make some final adjustments to your thrusters etc. to line them up with the textures.&lt;br /&gt;
&lt;br /&gt;
Add some lights to the scene to get a better look.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.render.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not about to win any beauty contests, but hey, she looks like a spaceship!&lt;br /&gt;
&lt;br /&gt;
=== Using the model ===&lt;br /&gt;
&lt;br /&gt;
==== Export from Blender ====&lt;br /&gt;
&lt;br /&gt;
* Select the mesh, and switch the panel on the right to 'Material'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.material.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Make note of the name of the mesh's material - it will probably simply be 'Material'&lt;br /&gt;
* Select the mesh, and all your thrusters etc. Layer controls might help will this&lt;br /&gt;
* Choose 'File' -&amp;gt; 'Export' -&amp;gt; 'Collada' in the menu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Newmodel exportsettings01.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use these export settings. I've saved mine as 'firstship.dae'&lt;br /&gt;
&lt;br /&gt;
==== Creating a .model file ====&lt;br /&gt;
&lt;br /&gt;
More here: [[Model system]]&lt;br /&gt;
&lt;br /&gt;
* Now create a plain text file (in other words use a text editor rather than a word processor, which would fill it with invisible formatting information etc.) with the extension .model, which describes the ship's appearance&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
material Material-material&lt;br /&gt;
diffuse 1.0 1.0 1.0&lt;br /&gt;
specular 0.3 0.3 0.3&lt;br /&gt;
tex_diff firstship.png&lt;br /&gt;
mesh firstship.dae&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Use the name of the material in Blender, but with &amp;quot;-material&amp;quot; appended to it&lt;br /&gt;
* Place the .model, .dae and .png files in a suitable directory such as Pioneer/data/models/ships/firstship/&lt;br /&gt;
&lt;br /&gt;
Load Pioneer's [[Model viewer]], and check everything loads OK.&lt;br /&gt;
&lt;br /&gt;
==== Getting the model into Pioneer ====&lt;br /&gt;
&lt;br /&gt;
The simplest way to view your model in-game is to replace the model file of the start ship (currently the Wave) with your newly created ship's model file. You'll need to put the .dae and .png in the same directory.&lt;br /&gt;
&lt;br /&gt;
==== Creating a ship definition ====&lt;br /&gt;
&lt;br /&gt;
More here: [[Creating Ships and Stations]]&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.screenshot.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Art]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=GIMP_Tips&amp;diff=1207</id>
		<title>GIMP Tips</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=GIMP_Tips&amp;diff=1207"/>
		<updated>2013-03-22T13:26:12Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Links ===&lt;br /&gt;
&lt;br /&gt;
Potsmoke's Texture &amp;amp; UV Tutorial: http://spacesimcentral.com/ssc/topic/2937-potsmokes-texture-uv-tutorial/&lt;br /&gt;
&lt;br /&gt;
A metal hull plating tutorial: http://www.gimpchat.com/viewtopic.php?f=23&amp;amp;t=4285&lt;br /&gt;
&lt;br /&gt;
== Scripts ==&lt;br /&gt;
&lt;br /&gt;
http://www.gimphelp.org/script28.shtml#downloads&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Textures&amp;diff=1206</id>
		<title>Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Textures&amp;diff=1206"/>
		<updated>2013-03-22T12:57:12Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* License compatible */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* See [[UV coordinates in Blender]] for how to draw your UV coordinates&lt;br /&gt;
* See [[Model system]] for how to apply your texture to your game model&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* png format&lt;br /&gt;
* Total ships assets should be no more than 10 MB&lt;br /&gt;
* Pick dimensions that are powers of 2. 1024 x 1024 is a safe bet for average sized models&lt;br /&gt;
* They do not have to be square, rectangles are fine&lt;br /&gt;
* Set compression to maximum&lt;br /&gt;
* Remove alpha channel if you aren't using it to speed up rendering&lt;br /&gt;
* Disable interlacing&lt;br /&gt;
* A texture should cover the whole model where possible, rather than using separate textures for each mesh. Except...&lt;br /&gt;
** If you are using an alpha channel for transparency, make that part into a separate mesh and texture. See [[Transparency]]&lt;br /&gt;
* Use separate textures for diffuse, specular and glow (only diffuse is mandatory)&lt;br /&gt;
&lt;br /&gt;
== Recommended free software ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.gimp.org GIMP] - raster drawing editor. Along the lines of Photoshop&lt;br /&gt;
* [http://krita.org Krita] - an alternative raster drawer. Often recommended for its brush system.&lt;br /&gt;
* [http://inkscape.org Inkscape] - vector drawing. If you want to draw geometric shapes, instead of freehand lines and paint smudges, you're looking for vector&lt;br /&gt;
* [http://librecad.org/cms/home.html LibreCAD] - 2D technical drawing package, useful for quickly sketching outlines&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
* See [[Licensing]] for discussion of which materials you can use&lt;br /&gt;
* For simplicity, just pick anything available under CC-BY-SA-3.0, CC-BYv3, PD or CC0.&lt;br /&gt;
&lt;br /&gt;
=== License compatible ===&lt;br /&gt;
&lt;br /&gt;
Links to resources with textures which are license compatible for inclusion with the core game. &lt;br /&gt;
&lt;br /&gt;
* http://opengameart.org/textures/all&lt;br /&gt;
* http://www.burningwell.org/gallery2/v/textures/&lt;br /&gt;
* http://freegamedev.net/wiki/Free_resources&lt;br /&gt;
* http://www.public-domain-image.com/textures-and-patterns-public-domain-images-pictures/&lt;br /&gt;
* http://www.publicdomainpictures.net/ - some Public Domain, not all&lt;br /&gt;
* http://www.imageafter.com/&lt;br /&gt;
* http://www.photos-public-domain.com/category/textures-other/&lt;br /&gt;
&lt;br /&gt;
=== License incompatible ===&lt;br /&gt;
&lt;br /&gt;
Textures that are still free to use, but are not suitable for inclusion with the core game.&lt;br /&gt;
&lt;br /&gt;
* http://www.cgtextures.com/&lt;br /&gt;
&lt;br /&gt;
[[Category:Art]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Textures&amp;diff=1205</id>
		<title>Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Textures&amp;diff=1205"/>
		<updated>2013-03-22T12:56:44Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* License compatible */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* See [[UV coordinates in Blender]] for how to draw your UV coordinates&lt;br /&gt;
* See [[Model system]] for how to apply your texture to your game model&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* png format&lt;br /&gt;
* Total ships assets should be no more than 10 MB&lt;br /&gt;
* Pick dimensions that are powers of 2. 1024 x 1024 is a safe bet for average sized models&lt;br /&gt;
* They do not have to be square, rectangles are fine&lt;br /&gt;
* Set compression to maximum&lt;br /&gt;
* Remove alpha channel if you aren't using it to speed up rendering&lt;br /&gt;
* Disable interlacing&lt;br /&gt;
* A texture should cover the whole model where possible, rather than using separate textures for each mesh. Except...&lt;br /&gt;
** If you are using an alpha channel for transparency, make that part into a separate mesh and texture. See [[Transparency]]&lt;br /&gt;
* Use separate textures for diffuse, specular and glow (only diffuse is mandatory)&lt;br /&gt;
&lt;br /&gt;
== Recommended free software ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.gimp.org GIMP] - raster drawing editor. Along the lines of Photoshop&lt;br /&gt;
* [http://krita.org Krita] - an alternative raster drawer. Often recommended for its brush system.&lt;br /&gt;
* [http://inkscape.org Inkscape] - vector drawing. If you want to draw geometric shapes, instead of freehand lines and paint smudges, you're looking for vector&lt;br /&gt;
* [http://librecad.org/cms/home.html LibreCAD] - 2D technical drawing package, useful for quickly sketching outlines&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
* See [[Licensing]] for discussion of which materials you can use&lt;br /&gt;
* For simplicity, just pick anything available under CC-BY-SA-3.0, CC-BYv3, PD or CC0.&lt;br /&gt;
&lt;br /&gt;
=== License compatible ===&lt;br /&gt;
&lt;br /&gt;
Links to resources with textures which are license compatible for inclusion with the core game. &lt;br /&gt;
&lt;br /&gt;
* http://opengameart.org/textures/all&lt;br /&gt;
* http://www.burningwell.org/gallery2/v/textures/&lt;br /&gt;
* http://freegamedev.net/wiki/Free_resources&lt;br /&gt;
* http://www.public-domain-image.com/textures-and-patterns-public-domain-images-pictures/&lt;br /&gt;
* http://www.publicdomainpictures.net/ - some Public Domain, not all&lt;br /&gt;
* http://www.imageafter.com/&lt;br /&gt;
* http://www.youtube.com/watch?v=RLPnnPHkIuc&lt;br /&gt;
&lt;br /&gt;
=== License incompatible ===&lt;br /&gt;
&lt;br /&gt;
Textures that are still free to use, but are not suitable for inclusion with the core game.&lt;br /&gt;
&lt;br /&gt;
* http://www.cgtextures.com/&lt;br /&gt;
&lt;br /&gt;
[[Category:Art]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=GIMP_Tips&amp;diff=1200</id>
		<title>GIMP Tips</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=GIMP_Tips&amp;diff=1200"/>
		<updated>2013-03-20T11:37:06Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Links ===&lt;br /&gt;
&lt;br /&gt;
Potsmoke's Texture &amp;amp; UV Tutorial: http://spacesimcentral.com/ssc/topic/2937-potsmokes-texture-uv-tutorial/&lt;br /&gt;
&lt;br /&gt;
== Scripts ==&lt;br /&gt;
&lt;br /&gt;
http://www.gimphelp.org/script28.shtml#downloads&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=GIMP_Tips&amp;diff=1198</id>
		<title>GIMP Tips</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=GIMP_Tips&amp;diff=1198"/>
		<updated>2013-03-19T16:11:53Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Links ===&lt;br /&gt;
&lt;br /&gt;
Potsmoke's Texture &amp;amp; UV Tutorial: http://spacesimcentral.com/ssc/topic/2937-potsmokes-texture-uv-tutorial/&lt;br /&gt;
&lt;br /&gt;
== Scripts ==&lt;br /&gt;
&lt;br /&gt;
http://www.webupd8.org/2012/05/download-gimp-28-script-fus-pack-more.html&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Textures&amp;diff=1197</id>
		<title>Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Textures&amp;diff=1197"/>
		<updated>2013-03-19T14:45:05Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* License compatible */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* See [[UV coordinates in Blender]] for how to draw your UV coordinates&lt;br /&gt;
* See [[Model system]] for how to apply your texture to your game model&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* png format&lt;br /&gt;
* Total ships assets should be no more than 10 MB&lt;br /&gt;
* Pick dimensions that are powers of 2. 1024 x 1024 is a safe bet for average sized models&lt;br /&gt;
* They do not have to be square, rectangles are fine&lt;br /&gt;
* Set compression to maximum&lt;br /&gt;
* Remove alpha channel if you aren't using it to speed up rendering&lt;br /&gt;
* Disable interlacing&lt;br /&gt;
* A texture should cover the whole model where possible, rather than using separate textures for each mesh. Except...&lt;br /&gt;
** If you are using an alpha channel for transparency, make that part into a separate mesh and texture. See [[Transparency]]&lt;br /&gt;
* Use separate textures for diffuse, specular and glow (only diffuse is mandatory)&lt;br /&gt;
&lt;br /&gt;
== Recommended free software ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.gimp.org GIMP] - raster drawing editor. Along the lines of Photoshop&lt;br /&gt;
* [http://krita.org Krita] - an alternative raster drawer. Often recommended for its brush system.&lt;br /&gt;
* [http://inkscape.org Inkscape] - vector drawing. If you want to draw geometric shapes, instead of freehand lines and paint smudges, you're looking for vector&lt;br /&gt;
* [http://librecad.org/cms/home.html LibreCAD] - 2D technical drawing package, useful for quickly sketching outlines&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
* See [[Licensing]] for discussion of which materials you can use&lt;br /&gt;
* For simplicity, just pick anything available under CC-BY-SA-3.0, CC-BYv3, PD or CC0.&lt;br /&gt;
&lt;br /&gt;
=== License compatible ===&lt;br /&gt;
&lt;br /&gt;
Links to resources with textures which are license compatible for inclusion with the core game. &lt;br /&gt;
&lt;br /&gt;
* http://opengameart.org/textures/all&lt;br /&gt;
* http://www.burningwell.org/gallery2/v/textures/&lt;br /&gt;
* http://freegamedev.net/wiki/Free_resources&lt;br /&gt;
* http://www.public-domain-image.com/textures-and-patterns-public-domain-images-pictures/&lt;br /&gt;
* http://www.publicdomainpictures.net/ - some Public Domain, not all&lt;br /&gt;
* http://www.imageafter.com/&lt;br /&gt;
&lt;br /&gt;
=== License incompatible ===&lt;br /&gt;
&lt;br /&gt;
Textures that are still free to use, but are not suitable for inclusion with the core game.&lt;br /&gt;
&lt;br /&gt;
* http://www.cgtextures.com/&lt;br /&gt;
&lt;br /&gt;
[[Category:Art]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Textures&amp;diff=1196</id>
		<title>Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Textures&amp;diff=1196"/>
		<updated>2013-03-19T11:19:08Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* License compatible */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* See [[UV coordinates in Blender]] for how to draw your UV coordinates&lt;br /&gt;
* See [[Model system]] for how to apply your texture to your game model&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* png format&lt;br /&gt;
* Total ships assets should be no more than 10 MB&lt;br /&gt;
* Pick dimensions that are powers of 2. 1024 x 1024 is a safe bet for average sized models&lt;br /&gt;
* They do not have to be square, rectangles are fine&lt;br /&gt;
* Set compression to maximum&lt;br /&gt;
* Remove alpha channel if you aren't using it to speed up rendering&lt;br /&gt;
* Disable interlacing&lt;br /&gt;
* A texture should cover the whole model where possible, rather than using separate textures for each mesh. Except...&lt;br /&gt;
** If you are using an alpha channel for transparency, make that part into a separate mesh and texture. See [[Transparency]]&lt;br /&gt;
* Use separate textures for diffuse, specular and glow (only diffuse is mandatory)&lt;br /&gt;
&lt;br /&gt;
== Recommended free software ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.gimp.org GIMP] - raster drawing editor. Along the lines of Photoshop&lt;br /&gt;
* [http://krita.org Krita] - an alternative raster drawer. Often recommended for its brush system.&lt;br /&gt;
* [http://inkscape.org Inkscape] - vector drawing. If you want to draw geometric shapes, instead of freehand lines and paint smudges, you're looking for vector&lt;br /&gt;
* [http://librecad.org/cms/home.html LibreCAD] - 2D technical drawing package, useful for quickly sketching outlines&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
* See [[Licensing]] for discussion of which materials you can use&lt;br /&gt;
* For simplicity, just pick anything available under CC-BY-SA-3.0, CC-BYv3, PD or CC0.&lt;br /&gt;
&lt;br /&gt;
=== License compatible ===&lt;br /&gt;
&lt;br /&gt;
Links to resources with textures which are license compatible for inclusion with the core game. &lt;br /&gt;
&lt;br /&gt;
* http://opengameart.org/textures/all&lt;br /&gt;
* http://www.burningwell.org/gallery2/v/textures/&lt;br /&gt;
* http://freegamedev.net/wiki/Free_resources&lt;br /&gt;
* http://www.public-domain-image.com/textures-and-patterns-public-domain-images-pictures/&lt;br /&gt;
* http://www.publicdomainpictures.net/ - some Public Domain, not all&lt;br /&gt;
&lt;br /&gt;
=== License incompatible ===&lt;br /&gt;
&lt;br /&gt;
Textures that are still free to use, but are not suitable for inclusion with the core game.&lt;br /&gt;
&lt;br /&gt;
* http://www.cgtextures.com/&lt;br /&gt;
&lt;br /&gt;
[[Category:Art]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Textures&amp;diff=1195</id>
		<title>Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Textures&amp;diff=1195"/>
		<updated>2013-03-19T11:16:59Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* License compatible */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* See [[UV coordinates in Blender]] for how to draw your UV coordinates&lt;br /&gt;
* See [[Model system]] for how to apply your texture to your game model&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* png format&lt;br /&gt;
* Total ships assets should be no more than 10 MB&lt;br /&gt;
* Pick dimensions that are powers of 2. 1024 x 1024 is a safe bet for average sized models&lt;br /&gt;
* They do not have to be square, rectangles are fine&lt;br /&gt;
* Set compression to maximum&lt;br /&gt;
* Remove alpha channel if you aren't using it to speed up rendering&lt;br /&gt;
* Disable interlacing&lt;br /&gt;
* A texture should cover the whole model where possible, rather than using separate textures for each mesh. Except...&lt;br /&gt;
** If you are using an alpha channel for transparency, make that part into a separate mesh and texture. See [[Transparency]]&lt;br /&gt;
* Use separate textures for diffuse, specular and glow (only diffuse is mandatory)&lt;br /&gt;
&lt;br /&gt;
== Recommended free software ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.gimp.org GIMP] - raster drawing editor. Along the lines of Photoshop&lt;br /&gt;
* [http://krita.org Krita] - an alternative raster drawer. Often recommended for its brush system.&lt;br /&gt;
* [http://inkscape.org Inkscape] - vector drawing. If you want to draw geometric shapes, instead of freehand lines and paint smudges, you're looking for vector&lt;br /&gt;
* [http://librecad.org/cms/home.html LibreCAD] - 2D technical drawing package, useful for quickly sketching outlines&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
* See [[Licensing]] for discussion of which materials you can use&lt;br /&gt;
* For simplicity, just pick anything available under CC-BY-SA-3.0, CC-BYv3, PD or CC0.&lt;br /&gt;
&lt;br /&gt;
=== License compatible ===&lt;br /&gt;
&lt;br /&gt;
Links to resources with textures which are license compatible for inclusion with the core game. &lt;br /&gt;
&lt;br /&gt;
* http://opengameart.org/textures/all&lt;br /&gt;
* http://www.burningwell.org/gallery2/v/textures/&lt;br /&gt;
* http://www.public-domain-image.com/textures-and-patterns-public-domain-images-pictures/&lt;br /&gt;
* http://freegamedev.net/wiki/Free_resources&lt;br /&gt;
* http://www.public-domain-image.com/textures-and-patterns-public-domain-images-pictures/ - some Public Domain, not all&lt;br /&gt;
&lt;br /&gt;
=== License incompatible ===&lt;br /&gt;
&lt;br /&gt;
Textures that are still free to use, but are not suitable for inclusion with the core game.&lt;br /&gt;
&lt;br /&gt;
* http://www.cgtextures.com/&lt;br /&gt;
&lt;br /&gt;
[[Category:Art]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Textures&amp;diff=1194</id>
		<title>Textures</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Textures&amp;diff=1194"/>
		<updated>2013-03-19T11:09:54Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* License compatible */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* See [[UV coordinates in Blender]] for how to draw your UV coordinates&lt;br /&gt;
* See [[Model system]] for how to apply your texture to your game model&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
* png format&lt;br /&gt;
* Total ships assets should be no more than 10 MB&lt;br /&gt;
* Pick dimensions that are powers of 2. 1024 x 1024 is a safe bet for average sized models&lt;br /&gt;
* They do not have to be square, rectangles are fine&lt;br /&gt;
* Set compression to maximum&lt;br /&gt;
* Remove alpha channel if you aren't using it to speed up rendering&lt;br /&gt;
* Disable interlacing&lt;br /&gt;
* A texture should cover the whole model where possible, rather than using separate textures for each mesh. Except...&lt;br /&gt;
** If you are using an alpha channel for transparency, make that part into a separate mesh and texture. See [[Transparency]]&lt;br /&gt;
* Use separate textures for diffuse, specular and glow (only diffuse is mandatory)&lt;br /&gt;
&lt;br /&gt;
== Recommended free software ==&lt;br /&gt;
&lt;br /&gt;
* [http://www.gimp.org GIMP] - raster drawing editor. Along the lines of Photoshop&lt;br /&gt;
* [http://krita.org Krita] - an alternative raster drawer. Often recommended for its brush system.&lt;br /&gt;
* [http://inkscape.org Inkscape] - vector drawing. If you want to draw geometric shapes, instead of freehand lines and paint smudges, you're looking for vector&lt;br /&gt;
* [http://librecad.org/cms/home.html LibreCAD] - 2D technical drawing package, useful for quickly sketching outlines&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
* See [[Licensing]] for discussion of which materials you can use&lt;br /&gt;
* For simplicity, just pick anything available under CC-BY-SA-3.0, CC-BYv3, PD or CC0.&lt;br /&gt;
&lt;br /&gt;
=== License compatible ===&lt;br /&gt;
&lt;br /&gt;
Links to resources with textures which are license compatible for inclusion with the core game. &lt;br /&gt;
&lt;br /&gt;
* http://opengameart.org/textures/all&lt;br /&gt;
* http://www.burningwell.org/gallery2/v/textures/&lt;br /&gt;
* http://www.public-domain-image.com/textures-and-patterns-public-domain-images-pictures/&lt;br /&gt;
* http://freegamedev.net/wiki/Free_resources&lt;br /&gt;
&lt;br /&gt;
=== License incompatible ===&lt;br /&gt;
&lt;br /&gt;
Textures that are still free to use, but are not suitable for inclusion with the core game.&lt;br /&gt;
&lt;br /&gt;
* http://www.cgtextures.com/&lt;br /&gt;
&lt;br /&gt;
[[Category:Art]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1192</id>
		<title>Cutaway panels in GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1192"/>
		<updated>2013-03-18T23:35:26Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* Textures and detailing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The outline ==&lt;br /&gt;
&lt;br /&gt;
Draw your outline in another program - GIMP isn't really suited to this. [[LibreCAD]] is pretty good, Inkscape would also work. You're going to use it for selections, so make sure all the lines meet up. Leave a border - you can trim it off later if you don't want to include it in the final texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.cad.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Import the file into GIMP. Duplicate the layer, and erase any stray lines that shouldn't be visible (useful to keep an intact backup, so you can still select the full shape of any component easily).&lt;br /&gt;
&lt;br /&gt;
Once done, if you have a black or white background, turn it transparent with 'Colours' -&amp;gt; 'Colour to alpha'. You might want to create a blank black or white layer to put behind your outline as an editing aid to make the lines stand out - though remember to change it to a neutral colour at the end if any of it shows through.&lt;br /&gt;
&lt;br /&gt;
== Defining paths ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.paths.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use 'Fuzzy select' (Shift + left click to add to selection) to select a group of components that you imagine should be of the same height. In the 'Paths' dialogue, select 'Selection to path'. Repeat, until you have a path for each height group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drawing shadows ==&lt;br /&gt;
&lt;br /&gt;
First, set the parameters for the 'Airbrush' tool so it looks like a shadow, something like black at 60 - 80% opacity, with a round brush set at a little over double the size you really want. Create and activate a new transparent layer. Select a height group's path, and choose 'Path to selection' - this limits the area we're casting the shadow onto. Select a path for a higher up height group, and choose 'Paint along the path' -&amp;gt; 'Stroke with a paint tool'. Choose 'Airbrush' and hit 'Stroke'.&lt;br /&gt;
&lt;br /&gt;
As you can see, you've projected a shadow from one height group onto another. By adjusting opacity and width for different combinations, you can create a consistent, and reasonably convincing illusion of depth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.shadows.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Angled surfaces ===&lt;br /&gt;
&lt;br /&gt;
If you have a surface which is supposed to be angled, you'll need to create a separate layer for it's shadow. Draw a shadow on it using the same method. Right click on the layer in the 'Layers' dialogue, and choose 'Add Layer Mask' -&amp;gt; 'White'. Now draw a dark to light gradient across the surface, the dark part being the area of shadow you want to fade. Right click on the layer and choose 'Show Layer Mask' to view it. Play around with the gradient's intensity, position, and offset, and the layer's opacity, till it looks right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.mask.png]]&lt;br /&gt;
&lt;br /&gt;
== Textures and detailing ==&lt;br /&gt;
&lt;br /&gt;
Add texture layers beneath your shadows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.texture.png]]&lt;br /&gt;
&lt;br /&gt;
The finished article... I wonder what it does? :-)&lt;br /&gt;
&lt;br /&gt;
Here I've imported another line layer from LibreCAD for extra detailing. I've duplicated it and applied a 'Gaussian blur' filter to one duplicate, and reduced opacity of both. I did the same to the original outline, to leave something of a defined edge without looking unnaturally sharp. You need to pay attention to which areas are selected when applying the blur, or the lines will bleed into the wrong surfaces. It's easy enough using a combination of the previously made paths and the master outline - Shift-click on 'Path to selection' to add to the selection, Ctrl-click to subtract. You can also use 'Grow' in the Select menu to merge separate areas together.&lt;br /&gt;
&lt;br /&gt;
== Mass production ==&lt;br /&gt;
&lt;br /&gt;
Obviously such a technique lends itself to mass producing different panels in one file - that way the shadows and textures are consistent. A few things to consider:&lt;br /&gt;
&lt;br /&gt;
* Colour code stuff to avoid confusion - you may well want a translucent flat grey layer over everything to shade it according to depth, and that's a good way to start off visually organising everything.&lt;br /&gt;
* Do the initial outlines in different height layers too - it's much less laborious to build the paths that way. Use of 'Sample merged' select mode in GIMP means the layers don't need to be complete, you can 'borrow' lines from other visible layers.&lt;br /&gt;
* A spreadsheet to record what values you've used for the shadows helps. In a complex image, recreating a layer through sheer guesswork is painful if you mess up...&lt;br /&gt;
* RAM use balloons quite quickly. For a 2400 x 2400 texture, you may be using several gigabytes once you've added a few texture layers.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* See also Decoy's tutorial on machinery texture: http://www.darksaber.pnma.co.uk/tuttexture02.html&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1191</id>
		<title>Cutaway panels in GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1191"/>
		<updated>2013-03-18T23:08:24Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* Mass production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The outline ==&lt;br /&gt;
&lt;br /&gt;
Draw your outline in another program - GIMP isn't really suited to this. [[LibreCAD]] is pretty good, Inkscape would also work. You're going to use it for selections, so make sure all the lines meet up. Leave a border - you can trim it off later if you don't want to include it in the final texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.cad.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Import the file into GIMP. Duplicate the layer, and erase any stray lines that shouldn't be visible (useful to keep an intact backup, so you can still select the full shape of any component easily).&lt;br /&gt;
&lt;br /&gt;
Once done, if you have a black or white background, turn it transparent with 'Colours' -&amp;gt; 'Colour to alpha'. You might want to create a blank black or white layer to put behind your outline as an editing aid to make the lines stand out - though remember to change it to a neutral colour at the end if any of it shows through.&lt;br /&gt;
&lt;br /&gt;
== Defining paths ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.paths.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use 'Fuzzy select' (Shift + left click to add to selection) to select a group of components that you imagine should be of the same height. In the 'Paths' dialogue, select 'Selection to path'. Repeat, until you have a path for each height group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drawing shadows ==&lt;br /&gt;
&lt;br /&gt;
First, set the parameters for the 'Airbrush' tool so it looks like a shadow, something like black at 60 - 80% opacity, with a round brush set at a little over double the size you really want. Create and activate a new transparent layer. Select a height group's path, and choose 'Path to selection' - this limits the area we're casting the shadow onto. Select a path for a higher up height group, and choose 'Paint along the path' -&amp;gt; 'Stroke with a paint tool'. Choose 'Airbrush' and hit 'Stroke'.&lt;br /&gt;
&lt;br /&gt;
As you can see, you've projected a shadow from one height group onto another. By adjusting opacity and width for different combinations, you can create a consistent, and reasonably convincing illusion of depth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.shadows.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Angled surfaces ===&lt;br /&gt;
&lt;br /&gt;
If you have a surface which is supposed to be angled, you'll need to create a separate layer for it's shadow. Draw a shadow on it using the same method. Right click on the layer in the 'Layers' dialogue, and choose 'Add Layer Mask' -&amp;gt; 'White'. Now draw a dark to light gradient across the surface, the dark part being the area of shadow you want to fade. Right click on the layer and choose 'Show Layer Mask' to view it. Play around with the gradient's intensity, position, and offset, and the layer's opacity, till it looks right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.mask.png]]&lt;br /&gt;
&lt;br /&gt;
== Textures and detailing ==&lt;br /&gt;
&lt;br /&gt;
Add texture layers beneath your shadows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.texture.png]]&lt;br /&gt;
&lt;br /&gt;
The finished article... I wonder what it does? :-)&lt;br /&gt;
&lt;br /&gt;
Here I've imported another line layer from LibreCAD for extra detailing. I've duplicated it and applied a 'Gaussian blur' filter to one duplicate, and reduced opacity of both, to leave something of a defined edge without looking unnaturally sharp. I then did the same to the original outline. You need to pay attention to which areas are selected when applying the blur, or the lines will bleed into the wrong surfaces. It's easy enough using a combination of the previously made paths and the master outline - Shift-click on 'Path to selection' to add to the selection, Ctrl-click to subtract. You can also use 'Grow' in the Select menu to merge separate areas together.&lt;br /&gt;
&lt;br /&gt;
== Mass production ==&lt;br /&gt;
&lt;br /&gt;
Obviously such a technique lends itself to mass producing different panels in one file - that way the shadows and textures are consistent. A few things to consider:&lt;br /&gt;
&lt;br /&gt;
* Colour code stuff to avoid confusion - you may well want a translucent flat grey layer over everything to shade it according to depth, and that's a good way to start off visually organising everything.&lt;br /&gt;
* Do the initial outlines in different height layers too - it's much less laborious to build the paths that way. Use of 'Sample merged' select mode in GIMP means the layers don't need to be complete, you can 'borrow' lines from other visible layers.&lt;br /&gt;
* A spreadsheet to record what values you've used for the shadows helps. In a complex image, recreating a layer through sheer guesswork is painful if you mess up...&lt;br /&gt;
* RAM use balloons quite quickly. For a 2400 x 2400 texture, you may be using several gigabytes once you've added a few texture layers.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* See also Decoy's tutorial on machinery texture: http://www.darksaber.pnma.co.uk/tuttexture02.html&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Making_your_first_ship&amp;diff=1190</id>
		<title>Making your first ship</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Making_your_first_ship&amp;diff=1190"/>
		<updated>2013-03-18T20:37:05Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* Working with layers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
This page describes point by point how to create your first ship, and get it into Pioneer. You should be able to do this from scratch within a few hours, having no experience whatsoever. We aren't intending to cover much detail at all, but will rather give a simplified overview, and point to other pages with fuller explanations for once you're comfortable with the process.&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
To follow this tutorial you will need:&lt;br /&gt;
&lt;br /&gt;
* A recent copy of [http://pioneerspacesim.net/download Pioneer] - using SGModel system. Anything since around Alpha 30 is fine&lt;br /&gt;
* A recent copy of [http://www.blender.org Blender] - this was written on 2.65&lt;br /&gt;
* A recent copy of [http://www.gimp.org GIMP] - this was written on 2.8&lt;br /&gt;
* A three button mouse with a wheel, or equivalent&lt;br /&gt;
&lt;br /&gt;
Other 3D modellers and raster art programs will work fine, as long as you can work with standard formats such as Collada and .png. Other input devices can probably be configured around.&lt;br /&gt;
&lt;br /&gt;
== Step by step ==&lt;br /&gt;
&lt;br /&gt;
=== Making a ship ===&lt;br /&gt;
&lt;br /&gt;
More here: [[:Category:Blender|Blender]]&lt;br /&gt;
&lt;br /&gt;
* Open Blender&lt;br /&gt;
&lt;br /&gt;
The default scene should consist of a cube, a camera and a lamp. The camera and lamp are irrelevant and won't be exported, but that cube is going places ;-)&lt;br /&gt;
&lt;br /&gt;
==== Box modelling ====&lt;br /&gt;
&lt;br /&gt;
* Make sure the mouse cursor is on the view of the scene, then hit Ctrl-alt-'q' to toggle quad view&lt;br /&gt;
&lt;br /&gt;
This allows us to easily check we have lined things up correctly.&lt;br /&gt;
&lt;br /&gt;
* Shift-'a', then choose 'Mesh' -&amp;gt; 'Cube'&lt;br /&gt;
&lt;br /&gt;
You've just added a cube to the scene. You won't be able to see it yet, as it's perfectly aligned with the 'default' cube: when you add things they'll appear where the 3D cursor is, and you can move that around with the left mouse button, or snap it back to the grid or the centre of the scene using the shift-'s' menu.&lt;br /&gt;
&lt;br /&gt;
* Move the mouse cursor onto the top down view, then hit 'g' to move the current selection (our new cube). Hold Ctrl to snap it to the grid, and move it a little further in the plus direction along the Y axis (in the direction the green arrow is pointing). Leave it just touching the edge of the default cube&lt;br /&gt;
&lt;br /&gt;
The scene's centre, where the default cube currently sits, and where the green and red lines cross, will mark the centre of mass of our ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.cubes.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Make two more cubes, and leave them touching the default cube on either direction on the X axis. You can use Shift-'a' for Add, or Shift-'d' for Duplicate&lt;br /&gt;
&lt;br /&gt;
==== Editing vertices ====&lt;br /&gt;
&lt;br /&gt;
* Right-click on the first cube we created to select it&lt;br /&gt;
&lt;br /&gt;
That's the nose of our ship, so it needs to be a bit more pointed.&lt;br /&gt;
&lt;br /&gt;
* Hold the middle mouse button in the 3D viewport, and swing the view round to get a better look at it&lt;br /&gt;
&lt;br /&gt;
Mousewheel zooms, Ctrl or Shift and mousewheel moves a viewport horizontally or vertically, and Shift-middle mouse will pan.&lt;br /&gt;
&lt;br /&gt;
* Hit Tab to switch to 'Edit mode'&lt;br /&gt;
&lt;br /&gt;
You can now Ctrl-tab between vertex, edge and face edit mode. We should be on vertex edit mode already.&lt;br /&gt;
&lt;br /&gt;
* Hit 'a' for deselect all. Right click on one of the bottom vertices at the tip of the nose. Hold Shift, then right click on the vertex above it to chain-select it&lt;br /&gt;
&lt;br /&gt;
'b' for box, 'c' for circle, and Ctrl-left mouse for freehand select are also very useful for selecting multiple things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.vertices.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hit Alt-'m' for merge, and choose 'At first'&lt;br /&gt;
&lt;br /&gt;
The vertices will merge, and any edges and faces between them are dissolved.&lt;br /&gt;
&lt;br /&gt;
* Do the same for the other two vertices, to create a pointed nose&lt;br /&gt;
* We can also make the nose a bit longer, by selecting each of the newly merged vertices then typing 'g', 'y', '2', 'Return', moving them both two Blender units (meters in game) further along the Y axis.&lt;br /&gt;
&lt;br /&gt;
We could equally have used the mouse. 's' for scale and 'r' for rotate work in similar fashion, though note that 'r' toggles between two different rotate modes.&lt;br /&gt;
&lt;br /&gt;
==== Joining and separating ====&lt;br /&gt;
&lt;br /&gt;
You'll note that the only vertices you can edit are those belonging to the currently selected mesh - you have to Tab back to 'Object mode' to select another object, then Tab back to edit mode before its vertices become visible. If we want to 'fill in' the areas between two meshes, we either have to use another completely separate mesh which lines up with the others, copy part of one mesh into the other, or merge them.&lt;br /&gt;
&lt;br /&gt;
* Tab back to object mode, then hit 'a' key to select all&lt;br /&gt;
* Hit Ctrl-'j' to merge our ship together into a single mesh&lt;br /&gt;
&lt;br /&gt;
If you want to separate off a section, select it in edit mode, hit 'p' and choose 'Selection'&lt;br /&gt;
&lt;br /&gt;
==== Creating edges and faces ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.edges.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you can join up the section between the 'wings' and the 'nose'.&lt;br /&gt;
&lt;br /&gt;
* Tab back to edit mode, and chain select two vertices&lt;br /&gt;
* Hit 'f' to create an edge between them&lt;br /&gt;
* Select three edges and hit 'f', and you'll create a face. You can also just select three vertices and hit 'f'; Blender will fill in the edges where needed&lt;br /&gt;
&lt;br /&gt;
If you want to make things a bit more complicated, try Ctrl-left clicking to create new vertices and edges. You can 'Subdivide' faces or edges from the pane on the left, or duplicate vertices, edges and faces with Shift-'d'. Extrude (Alt-'e') and Bevel (Ctrl-'b') are also invaluable tools for this kind of modelling.&lt;br /&gt;
&lt;br /&gt;
If you go wrong, use Ctrl-'z' for undo, or select the mistakes, hit 'Del' key and select 'Only edges &amp;amp; faces'.&lt;br /&gt;
&lt;br /&gt;
=== Cleaning up ===&lt;br /&gt;
&lt;br /&gt;
You should now have something resembling a simple space ship. Move things around until you're happy with the basic shape.&lt;br /&gt;
&lt;br /&gt;
For a better look, hit 'z' to toggle wireframe view, and numpad '.' to reposition the centre of rotation and zoom around the currently selected object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.shaped.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While we could move straight onto the textures, we have a little bit of housekeeping due first.&lt;br /&gt;
&lt;br /&gt;
* Switch to vertex edit mode then select all with the 'a' key&lt;br /&gt;
* Choose 'Remove doubles' on the left-hand panel. This merges any selected overlapping vertices&lt;br /&gt;
&lt;br /&gt;
==== Internal faces ====&lt;br /&gt;
&lt;br /&gt;
We used the 'short cut' of building our model out of geometric primitives, instead of building it vertex by vertex. This means there are faces inside the model which should never be seen, and to reduce visual glitches, and strain on the renderer, we need to delete them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.internal.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In this case, it's pretty easy to spot them all with wireframe mode ('z'). Select and delete them with 'Del' -&amp;gt; 'Only faces'&lt;br /&gt;
&lt;br /&gt;
Sometimes the easiest way is just to delete internal vertices and edges - the faces will go with them.&lt;br /&gt;
&lt;br /&gt;
You can also hide a face (or vertex, mesh, etc.) with the 'h' key, allowing you to see what's inside your model. Alt-'h' brings everything back. Numpad '/' key toggles 'Local view', hiding all other meshes and objects temporarily. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Blender-layer-controls.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With more complex models, you'll want to make use of layers to isolate parts of your model. Click or use number keys to activate a layer, Shift-click or Shift-number key to activate several (Shift-Alt-number key for layers 11 - 20). '`' key (grave aka backtick, probably just left of '1') to show all, and 'm' key to move objects from layer to layer.&lt;br /&gt;
&lt;br /&gt;
==== Distortion ====&lt;br /&gt;
&lt;br /&gt;
We also need to add in any missing edges to smooth out the geometry. Any polygons whose vertices aren't all on the same plane should be divided into triangles (unless they're going to be curved by setting 'Smooth' shading mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.incoplanar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Faces with kinks in like the above aren't going to look right. Delete them&lt;br /&gt;
* Add an extra edge, and recreate them with appropriate triangles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.incoplanar.2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Normals ====&lt;br /&gt;
&lt;br /&gt;
Most faces in Pioneer are only going to have one side. We need to set each mesh to one sided, and check all faces are pointing outwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.double.sided.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Switch the mesh to single sided in the right-hand panel's 'Object Data' mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.normals.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In edit mode, press 'n' key and switch on 'Normals' for faces in the panel on the right. You might want to make them a bit longer than default&lt;br /&gt;
&lt;br /&gt;
Normals show you which way your faces have their 'front' sides. Any that look darker than those around them from the outside of the model are suspect, but the acid test is looking for the little blue spikes, which should all point outwards. &lt;br /&gt;
&lt;br /&gt;
* Chain select any faces pointing the wrong way, then flip them round with the 'Flip Direction' button under 'Normals' on the 'Mesh tools' panel on the left&lt;br /&gt;
&lt;br /&gt;
You can also use 'Recalculate normals' to try to do this automatically.&lt;br /&gt;
&lt;br /&gt;
=== Thrusters ===&lt;br /&gt;
&lt;br /&gt;
More here: [[Model system]]&lt;br /&gt;
&lt;br /&gt;
Now is a good time to start thinking about where your thrusters should go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.thrusters.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In object mode, add an 'Empty' object of type 'Single arrow'&lt;br /&gt;
* Change its name to 'thruster_001' using the 'Outliner' pane on the right&lt;br /&gt;
* Duplicate as many as you need, and resize and orient them appropriately&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
==== UV unwrapping ====&lt;br /&gt;
&lt;br /&gt;
More here: [[UV coordinates in Blender]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.screen.layout.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Switch Blender to 'UV Editing mode' using the screen layout widget at the top&lt;br /&gt;
&lt;br /&gt;
The left half of the screen now represents the way the texture will be mapped onto our model (analogously to the way a shoebox can be flattened out to its 2D plan, or a globe can be projected onto a 2D map).&lt;br /&gt;
&lt;br /&gt;
* Chain-select all of the faces on the top of the model, then hit 'u' and choose 'Unwrap'&lt;br /&gt;
&lt;br /&gt;
A projection of that part of the model will appear in the UV space on the left.&lt;br /&gt;
&lt;br /&gt;
* Do the same for the underside, the sides and the back&lt;br /&gt;
* Use the 'g', 's' and 'r' keys to squeeze these sections in as tightly as possible to the grid&lt;br /&gt;
&lt;br /&gt;
Use the mousewheel to zoom, and middle mouse button to pan around for a better look.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.uvs.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here I've flipped one side of the ship with 's', 'x', '-1', 'Return', and superimposed both sides. They'll share the same texture.&lt;br /&gt;
&lt;br /&gt;
* Ensure all faces are selected with 'a', then choose 'UVs' -&amp;gt; 'Export UV Layout' on the menu at the bottom left, and save the file&lt;br /&gt;
&lt;br /&gt;
==== Drawing a texture ====&lt;br /&gt;
&lt;br /&gt;
More here: [[:Category:GIMP|GIMP]], [[Textures]]&lt;br /&gt;
&lt;br /&gt;
First we find a nice metallic looking 'base' texture with an appropriate license for the background somewhere on the internet. You might not end up with much of it visible in the end, but it's useful to fill in any gaps. I found some on [http://opengameart.org/textures/all opengameart.org]. Grab anything containing a feature you might want as well.&lt;br /&gt;
&lt;br /&gt;
===== Working with layers =====&lt;br /&gt;
&lt;br /&gt;
* Open GIMP, and choose 'File' -&amp;gt; 'Open as Layers'&lt;br /&gt;
* In the file selector, Ctrl-click on the UV map, the metallic background texture, and any other files you need. Hit 'Open'&lt;br /&gt;
* Use 'Scale tool' to resize the background so it covers the whole image&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.layer.controls.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use the layer controls to keep a handle on what's going on. Each of the resources you've pasted in should normally remain as an unmodified 'master' on a separate layer - we'll create new layers to do the actual editing in. Toggle visibility with the eye icons on the left - here I've set the background metal (known to GIMP as 'Clipboard' layer at the moment) to invisible. Move layers up and down in the stack with the green arrows.&lt;br /&gt;
&lt;br /&gt;
* Move the UV layout to the top of the stack. You'll be using it as a stencil to draw and compose everything else&lt;br /&gt;
&lt;br /&gt;
===== Copying sections into a working layer =====&lt;br /&gt;
&lt;br /&gt;
* Activate a layer containing some of the details you want to use. Move it higher up in the stack if you want a better view of it&lt;br /&gt;
* Use the select tools to pick out a section you want to turn into a feature&lt;br /&gt;
* Choose 'Edit' -&amp;gt; 'Copy', 'Edit' - &amp;gt; 'Paste as new layer' to create a new working layer for it&lt;br /&gt;
* Use the 'Eraser tool', or use select tools and 'Edit' -&amp;gt; 'Cut' to trim it down precisely&lt;br /&gt;
&lt;br /&gt;
Tab toggles the floating toolboxes.&lt;br /&gt;
&lt;br /&gt;
Note that editing in GIMP is constrained by several things. You can only use tools such as the eraser within the selected area and on the active layer. If you want to draw outside the boundaries of the layer, use 'Layer to image size' in the 'Layer' menu.&lt;br /&gt;
&lt;br /&gt;
* Once you've duplicated bits into the shapes you want, use 'Merge down' or 'New from visible' in the 'Layer' menu to merge the parts into a complete layer&lt;br /&gt;
&lt;br /&gt;
Double click on the names of important layers to rename them, to make it easier to keep track of a complex image.&lt;br /&gt;
&lt;br /&gt;
===== Layer transform tools =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.transforms.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use 'Perspective', 'Sheer', 'Scale' and 'Flip' tools to transform the layer so it matches the shape of the face&lt;br /&gt;
&lt;br /&gt;
It's easier if you set the layer you're transforming to invisible. If faces turn out to be distorted or asymmetrical, that isn't a problem. Get the texture to the right shape, and you can adjust the UV map afterwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.textures.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the basic parts are in place.&lt;br /&gt;
&lt;br /&gt;
===== Healing and cloning =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.clone.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we use the 'Heal' and 'Clone' tools to integrate the separate parts we've pasted in, and to remove anomalies or details we don't want in the image.&lt;br /&gt;
&lt;br /&gt;
* Hold Ctrl and click on a sample area, that looks how it should. Click and drag over the target&lt;br /&gt;
&lt;br /&gt;
Sometimes repeated short clicks seem to work better with heal. With a little practise, you can erase fairly large elements you don't want. It sometimes works better if you turn down the tool's opacity and use multiple strokes.&lt;br /&gt;
&lt;br /&gt;
Remember to use the selection tools to limit which part of a layer you are drawing on, so you don't erase or modify parts that are already finished. If you use 'Fuzzy select' to select a region in the UV layer, then switch back to the layer you're working on, you can use the selected area like a mask or a stencil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.heal.png]]&lt;br /&gt;
&lt;br /&gt;
Done in a rush, but you get the idea :-)&lt;br /&gt;
&lt;br /&gt;
===== Hand drawing detail =====&lt;br /&gt;
&lt;br /&gt;
Use Shift to draw straight lines in GIMP. If you want to draw lots of geometric details, you might want to experiment with a vector drawing program such as [http://www.inkscape.org Inkscape].&lt;br /&gt;
&lt;br /&gt;
==== Exporting the texture  ====&lt;br /&gt;
&lt;br /&gt;
* Export the file as a png, remembering to turn off the visibility of the UV layer, and any others you were just using to work with. I've called mine 'firstship.png'&lt;br /&gt;
&lt;br /&gt;
==== Reimport to Blender (optional) ====&lt;br /&gt;
&lt;br /&gt;
You don't need to import the texture to Blender to get it into the game, but it can help to get a good look at it first.&lt;br /&gt;
&lt;br /&gt;
* In Blender's UV editing screen layout, choose 'Image' -&amp;gt; 'Open Image' on the menu on the bottom left&lt;br /&gt;
* Open the finished texture, and make any final adjustments to the UV map&lt;br /&gt;
&lt;br /&gt;
Ctrl-tab between editing vertices, edges, faces and islands.&lt;br /&gt;
&lt;br /&gt;
* Switch back to 'Default' screen layout, and switch the right-hand panel to 'Material'. If you included the default cube in your ship, there should already be a material. If there isn't, hit the '+' button to add one&lt;br /&gt;
* Switch the panel to 'Texture' mode, click the '+' button to add a texture, then change its type to 'Image or Movie'&lt;br /&gt;
* Under 'Image' click 'Open', and open the texture&lt;br /&gt;
* Under 'Mapping' set 'Coordinates' to 'UV'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.viewport.shading.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Set 'Viewport Shading' mode on the menu at the bottom to 'Texture'&lt;br /&gt;
* You might need to make some final adjustments to your thrusters etc. to line them up with the textures.&lt;br /&gt;
&lt;br /&gt;
Add some lights to the scene to get a better look.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.render.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not about to win any beauty contests, but hey, she looks like a spaceship!&lt;br /&gt;
&lt;br /&gt;
=== Using the model ===&lt;br /&gt;
&lt;br /&gt;
==== Export from Blender ====&lt;br /&gt;
&lt;br /&gt;
* Select the mesh, and switch the panel on the right to 'Material'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.material.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Make note of the name of the mesh's material - it will probably simply be 'Material'&lt;br /&gt;
* Select the mesh, and all your thrusters etc. Layer controls might help will this&lt;br /&gt;
* Choose 'File' -&amp;gt; 'Export' -&amp;gt; 'Collada' in the menu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Newmodel exportsettings01.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use these export settings. I've saved mine as 'firstship.dae'&lt;br /&gt;
&lt;br /&gt;
==== Creating a .model file ====&lt;br /&gt;
&lt;br /&gt;
More here: [[Model system]]&lt;br /&gt;
&lt;br /&gt;
* Now create a plain text file (in other words use a text editor rather than a word processor, which would fill it with invisible formatting information etc.) with the extension .model, which describes the ship's appearance&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
material Material-material&lt;br /&gt;
diffuse 1.0 1.0 1.0&lt;br /&gt;
specular 0.3 0.3 0.3&lt;br /&gt;
tex_diff firstship.png&lt;br /&gt;
mesh firstship.dae&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Use the name of the material in Blender, but with &amp;quot;-material&amp;quot; appended to it&lt;br /&gt;
* Place the .model, .dae and .png files in a suitable directory such as Pioneer/data/models/ships/firstship/&lt;br /&gt;
&lt;br /&gt;
Load Pioneer's [[Model viewer]], and check everything loads OK.&lt;br /&gt;
&lt;br /&gt;
==== Getting the model into Pioneer ====&lt;br /&gt;
&lt;br /&gt;
The simplest way to view your model in-game is to replace the model file of the start ship (currently the Wave) with your newly created ship's model file. You'll need to put the .dae and .png in the same directory.&lt;br /&gt;
&lt;br /&gt;
==== Creating a ship definition ====&lt;br /&gt;
&lt;br /&gt;
More here: [[Creating Ships and Stations]]&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.screenshot.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Art]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Making_your_first_ship&amp;diff=1189</id>
		<title>Making your first ship</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Making_your_first_ship&amp;diff=1189"/>
		<updated>2013-03-18T20:21:58Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* Cleaning up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
This page describes point by point how to create your first ship, and get it into Pioneer. You should be able to do this from scratch within a few hours, having no experience whatsoever. We aren't intending to cover much detail at all, but will rather give a simplified overview, and point to other pages with fuller explanations for once you're comfortable with the process.&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
To follow this tutorial you will need:&lt;br /&gt;
&lt;br /&gt;
* A recent copy of [http://pioneerspacesim.net/download Pioneer] - using SGModel system. Anything since around Alpha 30 is fine&lt;br /&gt;
* A recent copy of [http://www.blender.org Blender] - this was written on 2.65&lt;br /&gt;
* A recent copy of [http://www.gimp.org GIMP] - this was written on 2.8&lt;br /&gt;
* A three button mouse with a wheel, or equivalent&lt;br /&gt;
&lt;br /&gt;
Other 3D modellers and raster art programs will work fine, as long as you can work with standard formats such as Collada and .png. Other input devices can probably be configured around.&lt;br /&gt;
&lt;br /&gt;
== Step by step ==&lt;br /&gt;
&lt;br /&gt;
=== Making a ship ===&lt;br /&gt;
&lt;br /&gt;
More here: [[:Category:Blender|Blender]]&lt;br /&gt;
&lt;br /&gt;
* Open Blender&lt;br /&gt;
&lt;br /&gt;
The default scene should consist of a cube, a camera and a lamp. The camera and lamp are irrelevant and won't be exported, but that cube is going places ;-)&lt;br /&gt;
&lt;br /&gt;
==== Box modelling ====&lt;br /&gt;
&lt;br /&gt;
* Make sure the mouse cursor is on the view of the scene, then hit Ctrl-alt-'q' to toggle quad view&lt;br /&gt;
&lt;br /&gt;
This allows us to easily check we have lined things up correctly.&lt;br /&gt;
&lt;br /&gt;
* Shift-'a', then choose 'Mesh' -&amp;gt; 'Cube'&lt;br /&gt;
&lt;br /&gt;
You've just added a cube to the scene. You won't be able to see it yet, as it's perfectly aligned with the 'default' cube: when you add things they'll appear where the 3D cursor is, and you can move that around with the left mouse button, or snap it back to the grid or the centre of the scene using the shift-'s' menu.&lt;br /&gt;
&lt;br /&gt;
* Move the mouse cursor onto the top down view, then hit 'g' to move the current selection (our new cube). Hold Ctrl to snap it to the grid, and move it a little further in the plus direction along the Y axis (in the direction the green arrow is pointing). Leave it just touching the edge of the default cube&lt;br /&gt;
&lt;br /&gt;
The scene's centre, where the default cube currently sits, and where the green and red lines cross, will mark the centre of mass of our ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.cubes.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Make two more cubes, and leave them touching the default cube on either direction on the X axis. You can use Shift-'a' for Add, or Shift-'d' for Duplicate&lt;br /&gt;
&lt;br /&gt;
==== Editing vertices ====&lt;br /&gt;
&lt;br /&gt;
* Right-click on the first cube we created to select it&lt;br /&gt;
&lt;br /&gt;
That's the nose of our ship, so it needs to be a bit more pointed.&lt;br /&gt;
&lt;br /&gt;
* Hold the middle mouse button in the 3D viewport, and swing the view round to get a better look at it&lt;br /&gt;
&lt;br /&gt;
Mousewheel zooms, Ctrl or Shift and mousewheel moves a viewport horizontally or vertically, and Shift-middle mouse will pan.&lt;br /&gt;
&lt;br /&gt;
* Hit Tab to switch to 'Edit mode'&lt;br /&gt;
&lt;br /&gt;
You can now Ctrl-tab between vertex, edge and face edit mode. We should be on vertex edit mode already.&lt;br /&gt;
&lt;br /&gt;
* Hit 'a' for deselect all. Right click on one of the bottom vertices at the tip of the nose. Hold Shift, then right click on the vertex above it to chain-select it&lt;br /&gt;
&lt;br /&gt;
'b' for box, 'c' for circle, and Ctrl-left mouse for freehand select are also very useful for selecting multiple things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.vertices.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hit Alt-'m' for merge, and choose 'At first'&lt;br /&gt;
&lt;br /&gt;
The vertices will merge, and any edges and faces between them are dissolved.&lt;br /&gt;
&lt;br /&gt;
* Do the same for the other two vertices, to create a pointed nose&lt;br /&gt;
* We can also make the nose a bit longer, by selecting each of the newly merged vertices then typing 'g', 'y', '2', 'Return', moving them both two Blender units (meters in game) further along the Y axis.&lt;br /&gt;
&lt;br /&gt;
We could equally have used the mouse. 's' for scale and 'r' for rotate work in similar fashion, though note that 'r' toggles between two different rotate modes.&lt;br /&gt;
&lt;br /&gt;
==== Joining and separating ====&lt;br /&gt;
&lt;br /&gt;
You'll note that the only vertices you can edit are those belonging to the currently selected mesh - you have to Tab back to 'Object mode' to select another object, then Tab back to edit mode before its vertices become visible. If we want to 'fill in' the areas between two meshes, we either have to use another completely separate mesh which lines up with the others, copy part of one mesh into the other, or merge them.&lt;br /&gt;
&lt;br /&gt;
* Tab back to object mode, then hit 'a' key to select all&lt;br /&gt;
* Hit Ctrl-'j' to merge our ship together into a single mesh&lt;br /&gt;
&lt;br /&gt;
If you want to separate off a section, select it in edit mode, hit 'p' and choose 'Selection'&lt;br /&gt;
&lt;br /&gt;
==== Creating edges and faces ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.edges.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you can join up the section between the 'wings' and the 'nose'.&lt;br /&gt;
&lt;br /&gt;
* Tab back to edit mode, and chain select two vertices&lt;br /&gt;
* Hit 'f' to create an edge between them&lt;br /&gt;
* Select three edges and hit 'f', and you'll create a face. You can also just select three vertices and hit 'f'; Blender will fill in the edges where needed&lt;br /&gt;
&lt;br /&gt;
If you want to make things a bit more complicated, try Ctrl-left clicking to create new vertices and edges. You can 'Subdivide' faces or edges from the pane on the left, or duplicate vertices, edges and faces with Shift-'d'. Extrude (Alt-'e') and Bevel (Ctrl-'b') are also invaluable tools for this kind of modelling.&lt;br /&gt;
&lt;br /&gt;
If you go wrong, use Ctrl-'z' for undo, or select the mistakes, hit 'Del' key and select 'Only edges &amp;amp; faces'.&lt;br /&gt;
&lt;br /&gt;
=== Cleaning up ===&lt;br /&gt;
&lt;br /&gt;
You should now have something resembling a simple space ship. Move things around until you're happy with the basic shape.&lt;br /&gt;
&lt;br /&gt;
For a better look, hit 'z' to toggle wireframe view, and numpad '.' to reposition the centre of rotation and zoom around the currently selected object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.shaped.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While we could move straight onto the textures, we have a little bit of housekeeping due first.&lt;br /&gt;
&lt;br /&gt;
* Switch to vertex edit mode then select all with the 'a' key&lt;br /&gt;
* Choose 'Remove doubles' on the left-hand panel. This merges any selected overlapping vertices&lt;br /&gt;
&lt;br /&gt;
==== Internal faces ====&lt;br /&gt;
&lt;br /&gt;
We used the 'short cut' of building our model out of geometric primitives, instead of building it vertex by vertex. This means there are faces inside the model which should never be seen, and to reduce visual glitches, and strain on the renderer, we need to delete them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.internal.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In this case, it's pretty easy to spot them all with wireframe mode ('z'). Select and delete them with 'Del' -&amp;gt; 'Only faces'&lt;br /&gt;
&lt;br /&gt;
Sometimes the easiest way is just to delete internal vertices and edges - the faces will go with them.&lt;br /&gt;
&lt;br /&gt;
You can also hide a face (or vertex, mesh, etc.) with the 'h' key, allowing you to see what's inside your model. Alt-'h' brings everything back. Numpad '/' key toggles 'Local view', hiding all other meshes and objects temporarily. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Blender-layer-controls.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With more complex models, you'll want to make use of layers to isolate parts of your model. Click or use number keys to activate a layer, Shift-click or Shift-number key to activate several (Shift-Alt-number key for layers 11 - 20). '`' key (grave aka backtick, probably just left of '1') to show all, and 'm' key to move objects from layer to layer.&lt;br /&gt;
&lt;br /&gt;
==== Distortion ====&lt;br /&gt;
&lt;br /&gt;
We also need to add in any missing edges to smooth out the geometry. Any polygons whose vertices aren't all on the same plane should be divided into triangles (unless they're going to be curved by setting 'Smooth' shading mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.incoplanar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Faces with kinks in like the above aren't going to look right. Delete them&lt;br /&gt;
* Add an extra edge, and recreate them with appropriate triangles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.incoplanar.2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Normals ====&lt;br /&gt;
&lt;br /&gt;
Most faces in Pioneer are only going to have one side. We need to set each mesh to one sided, and check all faces are pointing outwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.double.sided.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Switch the mesh to single sided in the right-hand panel's 'Object Data' mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.normals.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In edit mode, press 'n' key and switch on 'Normals' for faces in the panel on the right. You might want to make them a bit longer than default&lt;br /&gt;
&lt;br /&gt;
Normals show you which way your faces have their 'front' sides. Any that look darker than those around them from the outside of the model are suspect, but the acid test is looking for the little blue spikes, which should all point outwards. &lt;br /&gt;
&lt;br /&gt;
* Chain select any faces pointing the wrong way, then flip them round with the 'Flip Direction' button under 'Normals' on the 'Mesh tools' panel on the left&lt;br /&gt;
&lt;br /&gt;
You can also use 'Recalculate normals' to try to do this automatically.&lt;br /&gt;
&lt;br /&gt;
=== Thrusters ===&lt;br /&gt;
&lt;br /&gt;
More here: [[Model system]]&lt;br /&gt;
&lt;br /&gt;
Now is a good time to start thinking about where your thrusters should go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.thrusters.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In object mode, add an 'Empty' object of type 'Single arrow'&lt;br /&gt;
* Change its name to 'thruster_001' using the 'Outliner' pane on the right&lt;br /&gt;
* Duplicate as many as you need, and resize and orient them appropriately&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
==== UV unwrapping ====&lt;br /&gt;
&lt;br /&gt;
More here: [[UV coordinates in Blender]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.screen.layout.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Switch Blender to 'UV Editing mode' using the screen layout widget at the top&lt;br /&gt;
&lt;br /&gt;
The left half of the screen now represents the way the texture will be mapped onto our model (analogously to the way a shoebox can be flattened out to its 2D plan, or a globe can be projected onto a 2D map).&lt;br /&gt;
&lt;br /&gt;
* Chain-select all of the faces on the top of the model, then hit 'u' and choose 'Unwrap'&lt;br /&gt;
&lt;br /&gt;
A projection of that part of the model will appear in the UV space on the left.&lt;br /&gt;
&lt;br /&gt;
* Do the same for the underside, the sides and the back&lt;br /&gt;
* Use the 'g', 's' and 'r' keys to squeeze these sections in as tightly as possible to the grid&lt;br /&gt;
&lt;br /&gt;
Use the mousewheel to zoom, and middle mouse button to pan around for a better look.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.uvs.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here I've flipped one side of the ship with 's', 'x', '-1', 'Return', and superimposed both sides. They'll share the same texture.&lt;br /&gt;
&lt;br /&gt;
* Ensure all faces are selected with 'a', then choose 'UVs' -&amp;gt; 'Export UV Layout' on the menu at the bottom left, and save the file&lt;br /&gt;
&lt;br /&gt;
==== Drawing a texture ====&lt;br /&gt;
&lt;br /&gt;
More here: [[:Category:GIMP|GIMP]], [[Textures]]&lt;br /&gt;
&lt;br /&gt;
First we find a nice metallic looking 'base' texture with an appropriate license for the background somewhere on the internet. You might not end up with much of it visible in the end, but it's useful to fill in any gaps. I found some on [http://opengameart.org/textures/all opengameart.org]. Grab anything containing a feature you might want as well.&lt;br /&gt;
&lt;br /&gt;
===== Working with layers =====&lt;br /&gt;
&lt;br /&gt;
* Open GIMP, and choose 'File' -&amp;gt; 'Open as Layers'&lt;br /&gt;
* In the file selector, Shift click on the UV map, the metallic background texture, and any other files you need. Hit 'Open'&lt;br /&gt;
* Use 'Scale tool' to resize the background so it covers the whole image&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.layer.controls.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use the layer controls to keep a handle on what's going on. Each of the resources you've pasted in should normally remain as an unmodified 'master' on a separate layer - we'll create new layers to do the actual editing in. Toggle visibility with the eye icons on the left - here I've set the background metal (known to GIMP as 'Clipboard' layer at the moment) to invisible. Move layers up and down in the stack with the green arrows.&lt;br /&gt;
&lt;br /&gt;
* Move the UV layout to the top of the stack. You'll be using it as a stencil to draw and compose everything else&lt;br /&gt;
&lt;br /&gt;
===== Copying sections into a working layer =====&lt;br /&gt;
&lt;br /&gt;
* Activate a layer containing some of the details you want to use. Move it higher up in the stack if you want a better view of it&lt;br /&gt;
* Use the select tools to pick out a section you want to turn into a feature&lt;br /&gt;
* Choose 'Edit' -&amp;gt; 'Copy', 'Edit' - &amp;gt; 'Paste as new layer' to create a new working layer for it&lt;br /&gt;
* Use the 'Eraser tool', or use select tools and 'Edit' -&amp;gt; 'Cut' to trim it down precisely&lt;br /&gt;
&lt;br /&gt;
Tab toggles the floating toolboxes.&lt;br /&gt;
&lt;br /&gt;
Note that editing in GIMP is constrained by several things. You can only use tools such as the eraser within the selected area and on the active layer. If you want to draw outside the boundaries of the layer, use 'Layer to image size' in the 'Layer' menu.&lt;br /&gt;
&lt;br /&gt;
* Once you've duplicated bits into the shapes you want, use 'Merge down' or 'New from visible' in the 'Layer' menu to merge the parts into a complete layer&lt;br /&gt;
&lt;br /&gt;
Double click on the names of important layers to rename them, to make it easier to keep track of a complex image.&lt;br /&gt;
&lt;br /&gt;
===== Layer transform tools =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.transforms.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use 'Perspective', 'Sheer', 'Scale' and 'Flip' tools to transform the layer so it matches the shape of the face&lt;br /&gt;
&lt;br /&gt;
It's easier if you set the layer you're transforming to invisible. If faces turn out to be distorted or asymmetrical, that isn't a problem. Get the texture to the right shape, and you can adjust the UV map afterwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.textures.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the basic parts are in place.&lt;br /&gt;
&lt;br /&gt;
===== Healing and cloning =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.clone.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we use the 'Heal' and 'Clone' tools to integrate the separate parts we've pasted in, and to remove anomalies or details we don't want in the image.&lt;br /&gt;
&lt;br /&gt;
* Hold Ctrl and click on a sample area, that looks how it should. Click and drag over the target&lt;br /&gt;
&lt;br /&gt;
Sometimes repeated short clicks seem to work better with heal. With a little practise, you can erase fairly large elements you don't want. It sometimes works better if you turn down the tool's opacity and use multiple strokes.&lt;br /&gt;
&lt;br /&gt;
Remember to use the selection tools to limit which part of a layer you are drawing on, so you don't erase or modify parts that are already finished. If you use 'Fuzzy select' to select a region in the UV layer, then switch back to the layer you're working on, you can use the selected area like a mask or a stencil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.heal.png]]&lt;br /&gt;
&lt;br /&gt;
Done in a rush, but you get the idea :-)&lt;br /&gt;
&lt;br /&gt;
===== Hand drawing detail =====&lt;br /&gt;
&lt;br /&gt;
Use Shift to draw straight lines in GIMP. If you want to draw lots of geometric details, you might want to experiment with a vector drawing program such as [http://www.inkscape.org Inkscape].&lt;br /&gt;
&lt;br /&gt;
==== Exporting the texture  ====&lt;br /&gt;
&lt;br /&gt;
* Export the file as a png, remembering to turn off the visibility of the UV layer, and any others you were just using to work with. I've called mine 'firstship.png'&lt;br /&gt;
&lt;br /&gt;
==== Reimport to Blender (optional) ====&lt;br /&gt;
&lt;br /&gt;
You don't need to import the texture to Blender to get it into the game, but it can help to get a good look at it first.&lt;br /&gt;
&lt;br /&gt;
* In Blender's UV editing screen layout, choose 'Image' -&amp;gt; 'Open Image' on the menu on the bottom left&lt;br /&gt;
* Open the finished texture, and make any final adjustments to the UV map&lt;br /&gt;
&lt;br /&gt;
Ctrl-tab between editing vertices, edges, faces and islands.&lt;br /&gt;
&lt;br /&gt;
* Switch back to 'Default' screen layout, and switch the right-hand panel to 'Material'. If you included the default cube in your ship, there should already be a material. If there isn't, hit the '+' button to add one&lt;br /&gt;
* Switch the panel to 'Texture' mode, click the '+' button to add a texture, then change its type to 'Image or Movie'&lt;br /&gt;
* Under 'Image' click 'Open', and open the texture&lt;br /&gt;
* Under 'Mapping' set 'Coordinates' to 'UV'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.viewport.shading.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Set 'Viewport Shading' mode on the menu at the bottom to 'Texture'&lt;br /&gt;
* You might need to make some final adjustments to your thrusters etc. to line them up with the textures.&lt;br /&gt;
&lt;br /&gt;
Add some lights to the scene to get a better look.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.render.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not about to win any beauty contests, but hey, she looks like a spaceship!&lt;br /&gt;
&lt;br /&gt;
=== Using the model ===&lt;br /&gt;
&lt;br /&gt;
==== Export from Blender ====&lt;br /&gt;
&lt;br /&gt;
* Select the mesh, and switch the panel on the right to 'Material'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.material.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Make note of the name of the mesh's material - it will probably simply be 'Material'&lt;br /&gt;
* Select the mesh, and all your thrusters etc. Layer controls might help will this&lt;br /&gt;
* Choose 'File' -&amp;gt; 'Export' -&amp;gt; 'Collada' in the menu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Newmodel exportsettings01.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use these export settings. I've saved mine as 'firstship.dae'&lt;br /&gt;
&lt;br /&gt;
==== Creating a .model file ====&lt;br /&gt;
&lt;br /&gt;
More here: [[Model system]]&lt;br /&gt;
&lt;br /&gt;
* Now create a plain text file (in other words use a text editor rather than a word processor, which would fill it with invisible formatting information etc.) with the extension .model, which describes the ship's appearance&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
material Material-material&lt;br /&gt;
diffuse 1.0 1.0 1.0&lt;br /&gt;
specular 0.3 0.3 0.3&lt;br /&gt;
tex_diff firstship.png&lt;br /&gt;
mesh firstship.dae&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Use the name of the material in Blender, but with &amp;quot;-material&amp;quot; appended to it&lt;br /&gt;
* Place the .model, .dae and .png files in a suitable directory such as Pioneer/data/models/ships/firstship/&lt;br /&gt;
&lt;br /&gt;
Load Pioneer's [[Model viewer]], and check everything loads OK.&lt;br /&gt;
&lt;br /&gt;
==== Getting the model into Pioneer ====&lt;br /&gt;
&lt;br /&gt;
The simplest way to view your model in-game is to replace the model file of the start ship (currently the Wave) with your newly created ship's model file. You'll need to put the .dae and .png in the same directory.&lt;br /&gt;
&lt;br /&gt;
==== Creating a ship definition ====&lt;br /&gt;
&lt;br /&gt;
More here: [[Creating Ships and Stations]]&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.screenshot.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Art]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=LibreCAD&amp;diff=1185</id>
		<title>LibreCAD</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=LibreCAD&amp;diff=1185"/>
		<updated>2013-03-17T18:01:46Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LibreCAD ==&lt;br /&gt;
&lt;br /&gt;
http://librecad.org/cms/home.html&lt;br /&gt;
&lt;br /&gt;
A simple to use 2D CAD program. Often a heck of a lot easier to draw gridded outlines in than GIMP.&lt;br /&gt;
&lt;br /&gt;
* Left click to select, right click to cancel the tool you have selected, 'Esc' twice to deselect all.&lt;br /&gt;
* Draw a selection box from left to right to select anything inside the box&lt;br /&gt;
* Draw from right to left to select anything intersecting the box&lt;br /&gt;
* To move a vertex, click the object to highlight it, then click and drag over the vertex (in blue)&lt;br /&gt;
* To quick-move something, highlight all the parts you want to move, then click and drag on a line&lt;br /&gt;
* To use move tools, select the object, go to 'Modify' -&amp;gt; 'Move / Copy' for example, hit return to choose what you've already got selected, then choose a reference point and destination&lt;br /&gt;
* To move something to another layer, activate the target layer, move the object selecting 'Use current layer' and 'Delete original'&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=53DOEKzL2rw&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1184</id>
		<title>Cutaway panels in GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1184"/>
		<updated>2013-03-17T18:00:49Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The outline ==&lt;br /&gt;
&lt;br /&gt;
Draw your outline in another program - GIMP isn't really suited to this. [[LibreCAD]] is pretty good, Inkscape would also work. You're going to use it for selections, so make sure all the lines meet up. Leave a border - you can trim it off later if you don't want to include it in the final texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.cad.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Import the file into GIMP. Duplicate the layer, and erase any stray lines that shouldn't be visible (useful to keep an intact backup, so you can still select the full shape of any component easily).&lt;br /&gt;
&lt;br /&gt;
Once done, if you have a black or white background, turn it transparent with 'Colours' -&amp;gt; 'Colour to alpha'. You might want to create a blank black or white layer to put behind your outline as an editing aid to make the lines stand out - though remember to change it to a neutral colour at the end if any of it shows through.&lt;br /&gt;
&lt;br /&gt;
== Defining paths ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.paths.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use 'Fuzzy select' (Shift + left click to add to selection) to select a group of components that you imagine should be of the same height. In the 'Paths' dialogue, select 'Selection to path'. Repeat, until you have a path for each height group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drawing shadows ==&lt;br /&gt;
&lt;br /&gt;
First, set the parameters for the 'Airbrush' tool so it looks like a shadow, something like black at 60 - 80% opacity, with a round brush set at a little over double the size you really want. Create and activate a new transparent layer. Select a height group's path, and choose 'Path to selection' - this limits the area we're casting the shadow onto. Select a path for a higher up height group, and choose 'Paint along the path' -&amp;gt; 'Stroke with a paint tool'. Choose 'Airbrush' and hit 'Stroke'.&lt;br /&gt;
&lt;br /&gt;
As you can see, you've projected a shadow from one height group onto another. By adjusting opacity and width for different combinations, you can create a consistent, and reasonably convincing illusion of depth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.shadows.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Angled surfaces ===&lt;br /&gt;
&lt;br /&gt;
If you have a surface which is supposed to be angled, you'll need to create a separate layer for it's shadow. Draw a shadow on it using the same method. Right click on the layer in the 'Layers' dialogue, and choose 'Add Layer Mask' -&amp;gt; 'White'. Now draw a dark to light gradient across the surface, the dark part being the area of shadow you want to fade. Right click on the layer and choose 'Show Layer Mask' to view it. Play around with the gradient's intensity, position, and offset, and the layer's opacity, till it looks right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.mask.png]]&lt;br /&gt;
&lt;br /&gt;
== Textures and detailing ==&lt;br /&gt;
&lt;br /&gt;
Add texture layers beneath your shadows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.texture.png]]&lt;br /&gt;
&lt;br /&gt;
The finished article... I wonder what it does? :-)&lt;br /&gt;
&lt;br /&gt;
Here I've imported another line layer from LibreCAD for extra detailing. I've duplicated it and applied a 'Gaussian blur' filter to one duplicate, and reduced opacity of both, to leave something of a defined edge without looking unnaturally sharp. I then did the same to the original outline. You need to pay attention to which areas are selected when applying the blur, or the lines will bleed into the wrong surfaces. It's easy enough using a combination of the previously made paths and the master outline - Shift-click on 'Path to selection' to add to the selection, Ctrl-click to subtract. You can also use 'Grow' in the Select menu to merge separate areas together.&lt;br /&gt;
&lt;br /&gt;
== Mass production ==&lt;br /&gt;
&lt;br /&gt;
Obviously such a technique lends itself to mass producing different panels in one file - that way the shadows and textures are consistent. A few things to consider:&lt;br /&gt;
&lt;br /&gt;
* Do the initial outlines in different height layers too - it's much less laborious to build the paths that way. Use of 'Sample merged' select mode in GIMP means the layers don't need to be complete, you can 'borrow' lines from other layers.&lt;br /&gt;
* RAM use balloons quite quickly. For a 2400 x 2400 texture, you're going to be using several gigabytes.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* See also Decoy's tutorial on machinery texture: http://www.darksaber.pnma.co.uk/tuttexture02.html&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=LibreCAD&amp;diff=1183</id>
		<title>LibreCAD</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=LibreCAD&amp;diff=1183"/>
		<updated>2013-03-17T18:00:04Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: Create page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LibreCAD ==&lt;br /&gt;
&lt;br /&gt;
http://librecad.org/cms/home.html&lt;br /&gt;
&lt;br /&gt;
A simple to use 2D CAD program. Often a heck of a lot easier to draw gridded outlines in than GIMP.&lt;br /&gt;
&lt;br /&gt;
* Left click to select, right click to cancel the tool you have selected, 'Esc' twice to deselect all.&lt;br /&gt;
* Draw a selection box from left to right to select anything inside the box&lt;br /&gt;
* Draw from right to left to select anything intersecting the box&lt;br /&gt;
* To move a vertex, click the object to highlight it, then click and drag over the vertex (in blue)&lt;br /&gt;
* To quick-move something, highlight all the parts you want to move, then click and drag on a line&lt;br /&gt;
* To move tools, select the object, go to 'Modify' -&amp;gt; 'Move / Copy' for example, hit return to choose what you've already got selected, then choose a reference point and destination&lt;br /&gt;
* To move something to another layer, activate the target layer, move the object selecting 'Use current layer' and 'Delete original'&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
&lt;br /&gt;
http://www.youtube.com/watch?v=53DOEKzL2rw&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1182</id>
		<title>Cutaway panels in GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1182"/>
		<updated>2013-03-17T10:49:09Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The outline ==&lt;br /&gt;
&lt;br /&gt;
Draw your outline in another program - GIMP isn't really suited to this. LibreCAD is pretty good, Inkscape would also work. You're going to use it for selections, so make sure all the lines meet up. Leave a border - you can trim it off later if you don't want to include it in the final texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.cad.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Import the file into GIMP. Duplicate the layer, and erase any stray lines that shouldn't be visible (useful to keep an intact backup, so you can still select the full shape of any component easily).&lt;br /&gt;
&lt;br /&gt;
Once done, if you have a black or white background, turn it transparent with 'Colours' -&amp;gt; 'Colour to alpha'. You might want to create a blank black or white layer to put behind your outline as an editing aid to make the lines stand out - though remember to change it to a neutral colour at the end if any of it shows through.&lt;br /&gt;
&lt;br /&gt;
== Defining paths ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.paths.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use 'Fuzzy select' (Shift + left click to add to selection) to select a group of components that you imagine should be of the same height. In the 'Paths' dialogue, select 'Selection to path'. Repeat, until you have a path for each height group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drawing shadows ==&lt;br /&gt;
&lt;br /&gt;
First, set the parameters for the 'Airbrush' tool so it looks like a shadow, something like black at 60 - 80% opacity, with a round brush set at a little over double the size you really want. Create and activate a new transparent layer. Select a height group's path, and choose 'Path to selection' - this limits the area we're casting the shadow onto. Select a path for a higher up height group, and choose 'Paint along the path' -&amp;gt; 'Stroke with a paint tool'. Choose 'Airbrush' and hit 'Stroke'.&lt;br /&gt;
&lt;br /&gt;
As you can see, you've projected a shadow from one height group onto another. By adjusting opacity and width for different combinations, you can create a consistent, and reasonably convincing illusion of depth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.shadows.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Angled surfaces ===&lt;br /&gt;
&lt;br /&gt;
If you have a surface which is supposed to be angled, you'll need to create a separate layer for it's shadow. Draw a shadow on it using the same method. Right click on the layer in the 'Layers' dialogue, and choose 'Add Layer Mask' -&amp;gt; 'White'. Now draw a dark to light gradient across the surface, the dark part being the area of shadow you want to fade. Right click on the layer and choose 'Show Layer Mask' to view it. Play around with the gradient's intensity, position, and offset, and the layer's opacity, till it looks right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.mask.png]]&lt;br /&gt;
&lt;br /&gt;
== Textures and detailing ==&lt;br /&gt;
&lt;br /&gt;
Add texture layers beneath your shadows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.texture.png]]&lt;br /&gt;
&lt;br /&gt;
The finished article... I wonder what it does? :-)&lt;br /&gt;
&lt;br /&gt;
Here I've imported another line layer from LibreCAD for extra detailing. I've duplicated it and applied a 'Gaussian blur' filter to one duplicate, and reduced opacity of both, to leave something of a defined edge without looking unnaturally sharp. I then did the same to the original outline. You need to pay attention to which areas are selected when applying the blur, or the lines will bleed into the wrong surfaces. It's easy enough using a combination of the previously made paths and the master outline - Shift-click on 'Path to selection' to add to the selection, Ctrl-click to subtract. You can also use 'Grow' in the Select menu to merge separate areas together.&lt;br /&gt;
&lt;br /&gt;
== Mass production ==&lt;br /&gt;
&lt;br /&gt;
Obviously such a technique lends itself to mass producing different panels in one file - that way the shadows and textures are consistent. A few things to consider:&lt;br /&gt;
&lt;br /&gt;
* Do the initial outlines in different height layers too - it's much less laborious to build the paths that way. Use of 'Sample merged' select mode in GIMP means the layers don't need to be complete, you can 'borrow' lines from other layers.&lt;br /&gt;
* RAM use balloons quite quickly. For a 2400 x 2400 texture, you're going to be using several gigabytes.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
* See also Decoy's tutorial on machinery texture: http://www.darksaber.pnma.co.uk/tuttexture02.html&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1181</id>
		<title>Cutaway panels in GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1181"/>
		<updated>2013-03-16T17:43:00Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* Mass production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The outline ==&lt;br /&gt;
&lt;br /&gt;
Draw your outline in another program - GIMP isn't really suited to this. LibreCAD is pretty good, Inkscape would also work. You're going to use it for selections, so make sure all the lines meet up. Leave a border - you can trim it off later if you don't want to include it in the final texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.cad.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Import the file into GIMP. Duplicate the layer, and erase any stray lines that shouldn't be visible (useful to keep an intact backup, so you can still select the full shape of any component easily).&lt;br /&gt;
&lt;br /&gt;
Once done, if you have a black or white background, turn it transparent with 'Colours' -&amp;gt; 'Colour to alpha'. You might want to create a blank black or white layer to put behind your outline as an editing aid to make the lines stand out - though remember to change it to a neutral colour at the end if any of it shows through.&lt;br /&gt;
&lt;br /&gt;
== Defining paths ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.paths.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use 'Fuzzy select' (Shift + left click to add to selection) to select a group of components that you imagine should be of the same height. In the 'Paths' dialogue, select 'Selection to path'. Repeat, until you have a path for each height group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drawing shadows ==&lt;br /&gt;
&lt;br /&gt;
First, set the parameters for the 'Airbrush' tool so it looks like a shadow, something like black at 60 - 80% opacity, with a round brush set at a little over double the size you really want. Create and activate a new transparent layer. Select a height group's path, and choose 'Path to selection' - this limits the area we're casting the shadow onto. Select a path for a higher up height group, and choose 'Paint along the path' -&amp;gt; 'Stroke with a paint tool'. Choose 'Airbrush' and hit 'Stroke'.&lt;br /&gt;
&lt;br /&gt;
As you can see, you've projected a shadow from one height group onto another. By adjusting opacity and width for different combinations, you can create a consistent, and reasonably convincing illusion of depth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.shadows.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Angled surfaces ===&lt;br /&gt;
&lt;br /&gt;
If you have a surface which is supposed to be angled, you'll need to create a separate layer for it's shadow. Draw a shadow on it using the same method. Right click on the layer in the 'Layers' dialogue, and choose 'Add Layer Mask' -&amp;gt; 'White'. Now draw a dark to light gradient across the surface, the dark part being the area of shadow you want to fade. Right click on the layer and choose 'Show Layer Mask' to view it. Play around with the gradient's intensity, position, and offset, and the layer's opacity, till it looks right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.mask.png]]&lt;br /&gt;
&lt;br /&gt;
== Textures and detailing ==&lt;br /&gt;
&lt;br /&gt;
Add texture layers beneath your shadows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.texture.png]]&lt;br /&gt;
&lt;br /&gt;
The finished article... I wonder what it does? :-)&lt;br /&gt;
&lt;br /&gt;
Here I've imported another line layer from LibreCAD for extra detailing. I've duplicated it and applied a 'Gaussian blur' filter to one duplicate, and reduced opacity of both, to leave something of a defined edge without looking unnaturally sharp. I then did the same to the original outline. You need to pay attention to which areas are selected when applying the blur, or the lines will bleed into the wrong surfaces. It's easy enough using a combination of the previously made paths and the master outline - Shift-click on 'Path to selection' to add to the selection, Ctrl-click to subtract. You can also use 'Grow' in the Select menu to merge separate areas together.&lt;br /&gt;
&lt;br /&gt;
== Mass production ==&lt;br /&gt;
&lt;br /&gt;
Obviously such a technique lends itself to mass producing different panels in one file - that way the shadows and textures are consistent. A few things to consider:&lt;br /&gt;
&lt;br /&gt;
* Do the initial outlines in different height layers too - it's much less laborious to build the paths that way. Use of 'Sample merged' select mode in GIMP means the layers don't need to be complete, you can 'borrow' lines from other layers.&lt;br /&gt;
* RAM use balloons quite quickly. For a 2400 x 2400 texture, you're going to be using several gigabytes.&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1180</id>
		<title>Cutaway panels in GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1180"/>
		<updated>2013-03-16T17:42:39Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* Mass production */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The outline ==&lt;br /&gt;
&lt;br /&gt;
Draw your outline in another program - GIMP isn't really suited to this. LibreCAD is pretty good, Inkscape would also work. You're going to use it for selections, so make sure all the lines meet up. Leave a border - you can trim it off later if you don't want to include it in the final texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.cad.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Import the file into GIMP. Duplicate the layer, and erase any stray lines that shouldn't be visible (useful to keep an intact backup, so you can still select the full shape of any component easily).&lt;br /&gt;
&lt;br /&gt;
Once done, if you have a black or white background, turn it transparent with 'Colours' -&amp;gt; 'Colour to alpha'. You might want to create a blank black or white layer to put behind your outline as an editing aid to make the lines stand out - though remember to change it to a neutral colour at the end if any of it shows through.&lt;br /&gt;
&lt;br /&gt;
== Defining paths ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.paths.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use 'Fuzzy select' (Shift + left click to add to selection) to select a group of components that you imagine should be of the same height. In the 'Paths' dialogue, select 'Selection to path'. Repeat, until you have a path for each height group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drawing shadows ==&lt;br /&gt;
&lt;br /&gt;
First, set the parameters for the 'Airbrush' tool so it looks like a shadow, something like black at 60 - 80% opacity, with a round brush set at a little over double the size you really want. Create and activate a new transparent layer. Select a height group's path, and choose 'Path to selection' - this limits the area we're casting the shadow onto. Select a path for a higher up height group, and choose 'Paint along the path' -&amp;gt; 'Stroke with a paint tool'. Choose 'Airbrush' and hit 'Stroke'.&lt;br /&gt;
&lt;br /&gt;
As you can see, you've projected a shadow from one height group onto another. By adjusting opacity and width for different combinations, you can create a consistent, and reasonably convincing illusion of depth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.shadows.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Angled surfaces ===&lt;br /&gt;
&lt;br /&gt;
If you have a surface which is supposed to be angled, you'll need to create a separate layer for it's shadow. Draw a shadow on it using the same method. Right click on the layer in the 'Layers' dialogue, and choose 'Add Layer Mask' -&amp;gt; 'White'. Now draw a dark to light gradient across the surface, the dark part being the area of shadow you want to fade. Right click on the layer and choose 'Show Layer Mask' to view it. Play around with the gradient's intensity, position, and offset, and the layer's opacity, till it looks right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.mask.png]]&lt;br /&gt;
&lt;br /&gt;
== Textures and detailing ==&lt;br /&gt;
&lt;br /&gt;
Add texture layers beneath your shadows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.texture.png]]&lt;br /&gt;
&lt;br /&gt;
The finished article... I wonder what it does? :-)&lt;br /&gt;
&lt;br /&gt;
Here I've imported another line layer from LibreCAD for extra detailing. I've duplicated it and applied a 'Gaussian blur' filter to one duplicate, and reduced opacity of both, to leave something of a defined edge without looking unnaturally sharp. I then did the same to the original outline. You need to pay attention to which areas are selected when applying the blur, or the lines will bleed into the wrong surfaces. It's easy enough using a combination of the previously made paths and the master outline - Shift-click on 'Path to selection' to add to the selection, Ctrl-click to subtract. You can also use 'Grow' in the Select menu to merge separate areas together.&lt;br /&gt;
&lt;br /&gt;
== Mass production ==&lt;br /&gt;
&lt;br /&gt;
Obviously such a technique lends itself to mass producing different panels in one file - that way the shadows and textures are consistent. A few things to consider:&lt;br /&gt;
&lt;br /&gt;
* Do the initial outlines in different height layers too - it's much less laborious to build the paths that way. Use of 'Sample merged' select mode in GIMP means the layers don't need to be complete, you can 'borrow' lines from other layers.&lt;br /&gt;
* RAM use balloons quite quickly. For a 2400 x 2400 texture, you're going to be using a several gigabytes.&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1179</id>
		<title>Cutaway panels in GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1179"/>
		<updated>2013-03-16T17:31:11Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The outline ==&lt;br /&gt;
&lt;br /&gt;
Draw your outline in another program - GIMP isn't really suited to this. LibreCAD is pretty good, Inkscape would also work. You're going to use it for selections, so make sure all the lines meet up. Leave a border - you can trim it off later if you don't want to include it in the final texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.cad.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Import the file into GIMP. Duplicate the layer, and erase any stray lines that shouldn't be visible (useful to keep an intact backup, so you can still select the full shape of any component easily).&lt;br /&gt;
&lt;br /&gt;
Once done, if you have a black or white background, turn it transparent with 'Colours' -&amp;gt; 'Colour to alpha'. You might want to create a blank black or white layer to put behind your outline as an editing aid to make the lines stand out - though remember to change it to a neutral colour at the end if any of it shows through.&lt;br /&gt;
&lt;br /&gt;
== Defining paths ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.paths.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use 'Fuzzy select' (Shift + left click to add to selection) to select a group of components that you imagine should be of the same height. In the 'Paths' dialogue, select 'Selection to path'. Repeat, until you have a path for each height group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drawing shadows ==&lt;br /&gt;
&lt;br /&gt;
First, set the parameters for the 'Airbrush' tool so it looks like a shadow, something like black at 60 - 80% opacity, with a round brush set at a little over double the size you really want. Create and activate a new transparent layer. Select a height group's path, and choose 'Path to selection' - this limits the area we're casting the shadow onto. Select a path for a higher up height group, and choose 'Paint along the path' -&amp;gt; 'Stroke with a paint tool'. Choose 'Airbrush' and hit 'Stroke'.&lt;br /&gt;
&lt;br /&gt;
As you can see, you've projected a shadow from one height group onto another. By adjusting opacity and width for different combinations, you can create a consistent, and reasonably convincing illusion of depth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.shadows.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Angled surfaces ===&lt;br /&gt;
&lt;br /&gt;
If you have a surface which is supposed to be angled, you'll need to create a separate layer for it's shadow. Draw a shadow on it using the same method. Right click on the layer in the 'Layers' dialogue, and choose 'Add Layer Mask' -&amp;gt; 'White'. Now draw a dark to light gradient across the surface, the dark part being the area of shadow you want to fade. Right click on the layer and choose 'Show Layer Mask' to view it. Play around with the gradient's intensity, position, and offset, and the layer's opacity, till it looks right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.mask.png]]&lt;br /&gt;
&lt;br /&gt;
== Textures and detailing ==&lt;br /&gt;
&lt;br /&gt;
Add texture layers beneath your shadows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.texture.png]]&lt;br /&gt;
&lt;br /&gt;
The finished article... I wonder what it does? :-)&lt;br /&gt;
&lt;br /&gt;
Here I've imported another line layer from LibreCAD for extra detailing. I've duplicated it and applied a 'Gaussian blur' filter to one duplicate, and reduced opacity of both, to leave something of a defined edge without looking unnaturally sharp. I then did the same to the original outline. You need to pay attention to which areas are selected when applying the blur, or the lines will bleed into the wrong surfaces. It's easy enough using a combination of the previously made paths and the master outline - Shift-click on 'Path to selection' to add to the selection, Ctrl-click to subtract. You can also use 'Grow' in the Select menu to merge separate areas together.&lt;br /&gt;
&lt;br /&gt;
== Mass production ==&lt;br /&gt;
&lt;br /&gt;
Obviously such a technique lends itself to mass producing different panels in one file - that way the shadows and textures are consistent. A few things to consider:&lt;br /&gt;
&lt;br /&gt;
* Do the initial outlines in different height layers too - it's much less laborious to build the paths that way. Use of 'Sample merged' selects mode in GIMP means the layers don't need to be complete, you can 'borrow' lines from other layers.&lt;br /&gt;
* RAM use balloons quite quickly. For a 2400 x 2400 texture, you're going to be using a several gigabytes.&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1178</id>
		<title>Cutaway panels in GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1178"/>
		<updated>2013-03-16T17:23:07Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* Textures and detailing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The outline ==&lt;br /&gt;
&lt;br /&gt;
Draw your outline in another program - GIMP isn't really suited to this. LibreCAD is pretty good, Inkscape would also work. You're going to use it for selections, so make sure all the lines meet up. Leave a border - you can trim it off later if you don't want to include it in the final texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.cad.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Import the file into GIMP. Duplicate the layer, and erase any stray lines that shouldn't be visible (useful to keep an intact backup, so you can still select the full shape of any component easily).&lt;br /&gt;
&lt;br /&gt;
Once done, if you have a black or white background, turn it transparent with 'Colours' -&amp;gt; 'Colour to alpha'. You might want to create a blank black or white layer to put behind your outline as an editing aid to make the lines stand out - though remember to change it to a neutral colour at the end if any of it shows through.&lt;br /&gt;
&lt;br /&gt;
== Defining paths ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.paths.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use 'Fuzzy select' (Shift + left click to add to selection) to select a group of components that you imagine should be of the same height. In the 'Paths' dialogue, select 'Selection to path'. Repeat, until you have a path for each height group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drawing shadows ==&lt;br /&gt;
&lt;br /&gt;
First, set the parameters for the 'Airbrush' tool so it looks like a shadow, something like black at 60 - 80% opacity, with a round brush set at a little over double the size you really want. Create and activate a new transparent layer. Select a height group's path, and choose 'Path to selection' - this limits the area we're casting the shadow onto. Select a path for a higher up height group, and choose 'Paint along the path' -&amp;gt; 'Stroke with a paint tool'. Choose 'Airbrush' and hit 'Stroke'.&lt;br /&gt;
&lt;br /&gt;
As you can see, you've projected a shadow from one height group onto another. By adjusting opacity and width for different combinations, you can create a consistent, and reasonably convincing illusion of depth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.shadows.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Angled surfaces ===&lt;br /&gt;
&lt;br /&gt;
If you have a surface which is supposed to be angled, you'll need to create a separate layer for it's shadow. Draw a shadow on it using the same method. Right click on the layer in the 'Layers' dialogue, and choose 'Add Layer Mask' -&amp;gt; 'White'. Now draw a dark to light gradient across the surface, the dark part being the area of shadow you want to fade. Right click on the layer and choose 'Show Layer Mask' to view it. Play around with the gradient's intensity, position, and offset, and the layer's opacity, till it looks right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.mask.png]]&lt;br /&gt;
&lt;br /&gt;
== Textures and detailing ==&lt;br /&gt;
&lt;br /&gt;
Add texture layers beneath your shadows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.texture.png]]&lt;br /&gt;
&lt;br /&gt;
The finished article... I wonder what it does? :-)&lt;br /&gt;
&lt;br /&gt;
Here I've imported another line layer from LibreCAD for extra detailing. I've duplicated it and applied a 'Gaussian blur' filter to one duplicate, and reduced opacity of both, to leave something of a defined edge without looking unnaturally sharp. I then did the same to the original outline. You need to pay attention to which areas are selected when applying the blur, or the lines will bleed into the wrong surfaces. It's easy enough using a combination of the previously made paths and the master outline - Shift-click on 'Path to selection' to add to the selection, Ctrl-click to subtract. You can also use 'Grow' in the Select menu to merge separate areas together.&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1177</id>
		<title>Cutaway panels in GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1177"/>
		<updated>2013-03-16T17:22:46Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* Textures and detailing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The outline ==&lt;br /&gt;
&lt;br /&gt;
Draw your outline in another program - GIMP isn't really suited to this. LibreCAD is pretty good, Inkscape would also work. You're going to use it for selections, so make sure all the lines meet up. Leave a border - you can trim it off later if you don't want to include it in the final texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.cad.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Import the file into GIMP. Duplicate the layer, and erase any stray lines that shouldn't be visible (useful to keep an intact backup, so you can still select the full shape of any component easily).&lt;br /&gt;
&lt;br /&gt;
Once done, if you have a black or white background, turn it transparent with 'Colours' -&amp;gt; 'Colour to alpha'. You might want to create a blank black or white layer to put behind your outline as an editing aid to make the lines stand out - though remember to change it to a neutral colour at the end if any of it shows through.&lt;br /&gt;
&lt;br /&gt;
== Defining paths ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.paths.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use 'Fuzzy select' (Shift + left click to add to selection) to select a group of components that you imagine should be of the same height. In the 'Paths' dialogue, select 'Selection to path'. Repeat, until you have a path for each height group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drawing shadows ==&lt;br /&gt;
&lt;br /&gt;
First, set the parameters for the 'Airbrush' tool so it looks like a shadow, something like black at 60 - 80% opacity, with a round brush set at a little over double the size you really want. Create and activate a new transparent layer. Select a height group's path, and choose 'Path to selection' - this limits the area we're casting the shadow onto. Select a path for a higher up height group, and choose 'Paint along the path' -&amp;gt; 'Stroke with a paint tool'. Choose 'Airbrush' and hit 'Stroke'.&lt;br /&gt;
&lt;br /&gt;
As you can see, you've projected a shadow from one height group onto another. By adjusting opacity and width for different combinations, you can create a consistent, and reasonably convincing illusion of depth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.shadows.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Angled surfaces ===&lt;br /&gt;
&lt;br /&gt;
If you have a surface which is supposed to be angled, you'll need to create a separate layer for it's shadow. Draw a shadow on it using the same method. Right click on the layer in the 'Layers' dialogue, and choose 'Add Layer Mask' -&amp;gt; 'White'. Now draw a dark to light gradient across the surface, the dark part being the area of shadow you want to fade. Right click on the layer and choose 'Show Layer Mask' to view it. Play around with the gradient's intensity, position, and offset, and the layer's opacity, till it looks right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.mask.png]]&lt;br /&gt;
&lt;br /&gt;
== Textures and detailing ==&lt;br /&gt;
&lt;br /&gt;
Add texture layers beneath your shadows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.texture.png]]&lt;br /&gt;
The finished article... I wonder what it does? :-)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here I've imported another line layer from LibreCAD for extra detailing. I've duplicated it and applied a 'Gaussian blur' filter to one duplicate, and reduced opacity of both, to leave something of a defined edge without looking unnaturally sharp. I then did the same to the original outline. You need to pay attention to which areas are selected when applying the blur, or the lines will bleed into the wrong surfaces. It's easy enough using a combination of the previously made paths and the master outline - Shift-click on 'Path to selection' to add to the selection, Ctrl-click to subtract. You can also use 'Grow' in the Select menu to merge separate areas together.&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1176</id>
		<title>Cutaway panels in GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1176"/>
		<updated>2013-03-16T17:21:38Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* Textures and detailing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The outline ==&lt;br /&gt;
&lt;br /&gt;
Draw your outline in another program - GIMP isn't really suited to this. LibreCAD is pretty good, Inkscape would also work. You're going to use it for selections, so make sure all the lines meet up. Leave a border - you can trim it off later if you don't want to include it in the final texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.cad.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Import the file into GIMP. Duplicate the layer, and erase any stray lines that shouldn't be visible (useful to keep an intact backup, so you can still select the full shape of any component easily).&lt;br /&gt;
&lt;br /&gt;
Once done, if you have a black or white background, turn it transparent with 'Colours' -&amp;gt; 'Colour to alpha'. You might want to create a blank black or white layer to put behind your outline as an editing aid to make the lines stand out - though remember to change it to a neutral colour at the end if any of it shows through.&lt;br /&gt;
&lt;br /&gt;
== Defining paths ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.paths.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use 'Fuzzy select' (Shift + left click to add to selection) to select a group of components that you imagine should be of the same height. In the 'Paths' dialogue, select 'Selection to path'. Repeat, until you have a path for each height group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drawing shadows ==&lt;br /&gt;
&lt;br /&gt;
First, set the parameters for the 'Airbrush' tool so it looks like a shadow, something like black at 60 - 80% opacity, with a round brush set at a little over double the size you really want. Create and activate a new transparent layer. Select a height group's path, and choose 'Path to selection' - this limits the area we're casting the shadow onto. Select a path for a higher up height group, and choose 'Paint along the path' -&amp;gt; 'Stroke with a paint tool'. Choose 'Airbrush' and hit 'Stroke'.&lt;br /&gt;
&lt;br /&gt;
As you can see, you've projected a shadow from one height group onto another. By adjusting opacity and width for different combinations, you can create a consistent, and reasonably convincing illusion of depth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.shadows.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Angled surfaces ===&lt;br /&gt;
&lt;br /&gt;
If you have a surface which is supposed to be angled, you'll need to create a separate layer for it's shadow. Draw a shadow on it using the same method. Right click on the layer in the 'Layers' dialogue, and choose 'Add Layer Mask' -&amp;gt; 'White'. Now draw a dark to light gradient across the surface, the dark part being the area of shadow you want to fade. Right click on the layer and choose 'Show Layer Mask' to view it. Play around with the gradient's intensity, position, and offset, and the layer's opacity, till it looks right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.mask.png]]&lt;br /&gt;
&lt;br /&gt;
== Textures and detailing ==&lt;br /&gt;
&lt;br /&gt;
Add texture layers beneath your shadows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.texture.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here I've imported another line layer from LibreCAD for extra detailing. I've duplicated it and applied a 'Gaussian blur' filter to one duplicate, and reduced opacity of both, to leave something of a defined edge without looking unnaturally sharp. I then did the same to the original outline. You need to pay attention to which areas are selected when applying the blur, or the lines will bleed into the wrong surfaces. It's easy enough using a combination of the previously made paths and the master outline - Shift-click on 'Path to selection' to add to the selection, Ctrl-click to subtract. You can also use 'Grow' in the Select menu to merge separate areas together.&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Making_your_first_ship&amp;diff=1174</id>
		<title>Making your first ship</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Making_your_first_ship&amp;diff=1174"/>
		<updated>2013-03-16T12:45:36Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* Working with layers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
This page describes point by point how to create your first ship, and get it into Pioneer. You should be able to do this from scratch within a few hours, having no experience whatsoever. We aren't intending to cover much detail at all, but will rather give a simplified overview, and point to other pages with fuller explanations for once you're comfortable with the process.&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
To follow this tutorial you will need:&lt;br /&gt;
&lt;br /&gt;
* A recent copy of [http://pioneerspacesim.net/download Pioneer] - using SGModel system. Anything since around Alpha 30 is fine&lt;br /&gt;
* A recent copy of [http://www.blender.org Blender] - this was written on 2.65&lt;br /&gt;
* A recent copy of [http://www.gimp.org GIMP] - this was written on 2.8&lt;br /&gt;
* A three button mouse with a wheel, or equivalent&lt;br /&gt;
&lt;br /&gt;
Other 3D modellers and raster art programs will work fine, as long as you can work with standard formats such as Collada and .png. Other input devices can probably be configured around.&lt;br /&gt;
&lt;br /&gt;
== Step by step ==&lt;br /&gt;
&lt;br /&gt;
=== Making a ship ===&lt;br /&gt;
&lt;br /&gt;
More here: [[:Category:Blender|Blender]]&lt;br /&gt;
&lt;br /&gt;
* Open Blender&lt;br /&gt;
&lt;br /&gt;
The default scene should consist of a cube, a camera and a lamp. The camera and lamp are irrelevant and won't be exported, but that cube is going places ;-)&lt;br /&gt;
&lt;br /&gt;
==== Box modelling ====&lt;br /&gt;
&lt;br /&gt;
* Make sure the mouse cursor is on the view of the scene, then hit Ctrl-alt-'q' to toggle quad view&lt;br /&gt;
&lt;br /&gt;
This allows us to easily check we have lined things up correctly.&lt;br /&gt;
&lt;br /&gt;
* Shift-'a', then choose 'Mesh' -&amp;gt; 'Cube'&lt;br /&gt;
&lt;br /&gt;
You've just added a cube to the scene. You won't be able to see it yet, as it's perfectly aligned with the 'default' cube: when you add things they'll appear where the 3D cursor is, and you can move that around with the left mouse button, or snap it back to the grid or the centre of the scene using the shift-'s' menu.&lt;br /&gt;
&lt;br /&gt;
* Move the mouse cursor onto the top down view, then hit 'g' to move the current selection (our new cube). Hold Ctrl to snap it to the grid, and move it a little further in the plus direction along the Y axis (in the direction the green arrow is pointing). Leave it just touching the edge of the default cube&lt;br /&gt;
&lt;br /&gt;
The scene's centre, where the default cube currently sits, and where the green and red lines cross, will mark the centre of mass of our ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.cubes.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Make two more cubes, and leave them touching the default cube on either direction on the X axis. You can use Shift-'a' for Add, or Shift-'d' for Duplicate&lt;br /&gt;
&lt;br /&gt;
==== Editing vertices ====&lt;br /&gt;
&lt;br /&gt;
* Right-click on the first cube we created to select it&lt;br /&gt;
&lt;br /&gt;
That's the nose of our ship, so it needs to be a bit more pointed.&lt;br /&gt;
&lt;br /&gt;
* Hold the middle mouse button in the 3D viewport, and swing the view round to get a better look at it&lt;br /&gt;
&lt;br /&gt;
Mousewheel zooms, Ctrl or Shift and mousewheel moves a viewport horizontally or vertically, and Shift-middle mouse will pan.&lt;br /&gt;
&lt;br /&gt;
* Hit Tab to switch to 'Edit mode'&lt;br /&gt;
&lt;br /&gt;
You can now Ctrl-tab between vertex, edge and face edit mode. We should be on vertex edit mode already.&lt;br /&gt;
&lt;br /&gt;
* Hit 'a' for deselect all. Right click on one of the bottom vertices at the tip of the nose. Hold Shift, then right click on the vertex above it to chain-select it&lt;br /&gt;
&lt;br /&gt;
'b' for box, 'c' for circle, and Ctrl-left mouse for freehand select are also very useful for selecting multiple things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.vertices.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hit Alt-'m' for merge, and choose 'At first'&lt;br /&gt;
&lt;br /&gt;
The vertices will merge, and any edges and faces between them are dissolved.&lt;br /&gt;
&lt;br /&gt;
* Do the same for the other two vertices, to create a pointed nose&lt;br /&gt;
* We can also make the nose a bit longer, by selecting each of the newly merged vertices then typing 'g', 'y', '2', 'Return', moving them both two Blender units (meters in game) further along the Y axis.&lt;br /&gt;
&lt;br /&gt;
We could equally have used the mouse. 's' for scale and 'r' for rotate work in similar fashion, though note that 'r' toggles between two different rotate modes.&lt;br /&gt;
&lt;br /&gt;
==== Joining and separating ====&lt;br /&gt;
&lt;br /&gt;
You'll note that the only vertices you can edit are those belonging to the currently selected mesh - you have to Tab back to 'Object mode' to select another object, then Tab back to edit mode before its vertices become visible. If we want to 'fill in' the areas between two meshes, we either have to use another completely separate mesh which lines up with the others, copy part of one mesh into the other, or merge them.&lt;br /&gt;
&lt;br /&gt;
* Tab back to object mode, then hit 'a' key to select all&lt;br /&gt;
* Hit Ctrl-'j' to merge our ship together into a single mesh&lt;br /&gt;
&lt;br /&gt;
If you want to separate off a section, select it in edit mode, hit 'p' and choose 'Selection'&lt;br /&gt;
&lt;br /&gt;
==== Creating edges and faces ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.edges.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you can join up the section between the 'wings' and the 'nose'.&lt;br /&gt;
&lt;br /&gt;
* Tab back to edit mode, and chain select two vertices&lt;br /&gt;
* Hit 'f' to create an edge between them&lt;br /&gt;
* Select three edges and hit 'f', and you'll create a face. You can also just select three vertices and hit 'f'; Blender will fill in the edges where needed&lt;br /&gt;
&lt;br /&gt;
If you want to make things a bit more complicated, try Ctrl-left clicking to create new vertices and edges. You can 'Subdivide' faces or edges from the pane on the left, or duplicate vertices, edges and faces with Shift-'d'. Extrude (Alt-'e') and Bevel (Ctrl-'b') are also invaluable tools for this kind of modelling.&lt;br /&gt;
&lt;br /&gt;
If you go wrong, use Ctrl-'z' for undo, or select the mistakes, hit 'Del' key and select 'Only edges &amp;amp; faces'.&lt;br /&gt;
&lt;br /&gt;
=== Cleaning up ===&lt;br /&gt;
&lt;br /&gt;
You should now have something resembling a simple space ship. Move things around until you're happy with the basic shape.&lt;br /&gt;
&lt;br /&gt;
For a better look, hit 'z' to toggle wireframe view, and numpad '.' to reposition the centre of rotation and zoom around the currently selected object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.shaped.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While we could move straight onto the textures, we have a little bit of housekeeping due first.&lt;br /&gt;
&lt;br /&gt;
* Switch to vertex edit mode then select all with the 'a' key&lt;br /&gt;
* Choose 'Remove doubles' on the left-hand menu. This merges any selected overlapping vertices&lt;br /&gt;
&lt;br /&gt;
==== Internal faces ====&lt;br /&gt;
&lt;br /&gt;
We used the 'short cut' of building our model out of geometric primitives, instead of building it vertex by vertex. This means there are faces inside the model which should never be seen, and to reduce visual glitches, and strain on the renderer, we need to delete them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.internal.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In this case, it's pretty easy to spot them all with wireframe mode ('z'). Select and delete them with 'Del' -&amp;gt; 'Only faces'&lt;br /&gt;
&lt;br /&gt;
Sometimes the easiest way is just to delete internal vertices and edges - the faces will go with them.&lt;br /&gt;
&lt;br /&gt;
You can also hide a face (or vertex, mesh, etc.) with the 'h' key, allowing you to see what's inside your model. Alt-'h' brings everything back. Numpad '/' key toggles 'Local view', hiding all other meshes and objects temporarily. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Blender-layer-controls.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With more complex models, you'll want to make use of layers to isolate parts of your model. Click or use number keys to activate a layer, Shift-click or Shift-number key to activate several (Shift-Alt-number key for layers 11 - 20). '`' key (grave aka backtick, probably just left of '1') to show all, and 'm' key to move objects from layer to layer.&lt;br /&gt;
&lt;br /&gt;
==== Distortion ====&lt;br /&gt;
&lt;br /&gt;
We also need to add in any missing edges to smooth out the geometry. Any polygons whose vertices aren't all on the same plane should be divided into triangles (unless they're going to be curved by setting 'Smooth' shading mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.incoplanar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Faces with kinks in like the above aren't going to look right. Delete them&lt;br /&gt;
* Add an extra edge, and recreate them with appropriate triangles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.incoplanar.2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Normals ====&lt;br /&gt;
&lt;br /&gt;
Most faces in Pioneer are only going to have one side. We need to set each mesh to one sided, and check all faces are pointing outwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.double.sided.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Switch the mesh to single sided in the right-hand panel's 'Object Data' mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.normals.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In edit mode, press 'n' key and switch on 'Normals' for faces in the panel on the right. You might want to make them a bit longer than default&lt;br /&gt;
&lt;br /&gt;
Normals show you which way your faces have their 'front' sides. Any that look darker than those around them from the outside of the model are suspect, but the acid test is looking for the little blue spikes, which should all point outwards. &lt;br /&gt;
&lt;br /&gt;
* Chain select any faces pointing the wrong way, then flip them round with the 'Flip Direction' button under 'Normals' on the 'Mesh tools' panel on the left&lt;br /&gt;
&lt;br /&gt;
You can also use 'Recalculate normals' to try to do this automatically.&lt;br /&gt;
&lt;br /&gt;
=== Thrusters ===&lt;br /&gt;
&lt;br /&gt;
More here: [[Model system]]&lt;br /&gt;
&lt;br /&gt;
Now is a good time to start thinking about where your thrusters should go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.thrusters.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In object mode, add an 'Empty' object of type 'Single arrow'&lt;br /&gt;
* Change its name to 'thruster_001' using the 'Outliner' pane on the right&lt;br /&gt;
* Duplicate as many as you need, and resize and orient them appropriately&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
==== UV unwrapping ====&lt;br /&gt;
&lt;br /&gt;
More here: [[UV coordinates in Blender]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.screen.layout.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Switch Blender to 'UV Editing mode' using the screen layout widget at the top&lt;br /&gt;
&lt;br /&gt;
The left half of the screen now represents the way the texture will be mapped onto our model (analogously to the way a shoebox can be flattened out to its 2D plan, or a globe can be projected onto a 2D map).&lt;br /&gt;
&lt;br /&gt;
* Chain-select all of the faces on the top of the model, then hit 'u' and choose 'Unwrap'&lt;br /&gt;
&lt;br /&gt;
A projection of that part of the model will appear in the UV space on the left.&lt;br /&gt;
&lt;br /&gt;
* Do the same for the underside, the sides and the back&lt;br /&gt;
* Use the 'g', 's' and 'r' keys to squeeze these sections in as tightly as possible to the grid&lt;br /&gt;
&lt;br /&gt;
Use the mousewheel to zoom, and middle mouse button to pan around for a better look.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.uvs.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here I've flipped one side of the ship with 's', 'x', '-1', 'Return', and superimposed both sides. They'll share the same texture.&lt;br /&gt;
&lt;br /&gt;
* Ensure all faces are selected with 'a', then choose 'UVs' -&amp;gt; 'Export UV Layout' on the menu at the bottom left, and save the file&lt;br /&gt;
&lt;br /&gt;
==== Drawing a texture ====&lt;br /&gt;
&lt;br /&gt;
More here: [[:Category:GIMP|GIMP]], [[Textures]]&lt;br /&gt;
&lt;br /&gt;
First we find a nice metallic looking 'base' texture with an appropriate license for the background somewhere on the internet. You might not end up with much of it visible in the end, but it's useful to fill in any gaps. I found some on [http://opengameart.org/textures/all opengameart.org]. Grab anything containing a feature you might want as well.&lt;br /&gt;
&lt;br /&gt;
===== Working with layers =====&lt;br /&gt;
&lt;br /&gt;
* Open GIMP, and choose 'File' -&amp;gt; 'Open as Layers'&lt;br /&gt;
* In the file selector, Shift click on the UV map, the metallic background texture, and any other files you need. Hit 'Open'&lt;br /&gt;
* Use 'Scale tool' to resize the background so it covers the whole image&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.layer.controls.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use the layer controls to keep a handle on what's going on. Each of the resources you've pasted in should normally remain as an unmodified 'master' on a separate layer - we'll create new layers to do the actual editing in. Toggle visibility with the eye icons on the left - here I've set the background metal (known to GIMP as 'Clipboard' layer at the moment) to invisible. Move layers up and down in the stack with the green arrows.&lt;br /&gt;
&lt;br /&gt;
* Move the UV layout to the top of the stack. You'll be using it as a stencil to draw and compose everything else&lt;br /&gt;
&lt;br /&gt;
===== Copying sections into a working layer =====&lt;br /&gt;
&lt;br /&gt;
* Activate a layer containing some of the details you want to use. Move it higher up in the stack if you want a better view of it&lt;br /&gt;
* Use the select tools to pick out a section you want to turn into a feature&lt;br /&gt;
* Choose 'Edit' -&amp;gt; 'Copy', 'Edit' - &amp;gt; 'Paste as new layer' to create a new working layer for it&lt;br /&gt;
* Use the 'Eraser tool', or use select tools and 'Edit' -&amp;gt; 'Cut' to trim it down precisely&lt;br /&gt;
&lt;br /&gt;
Tab toggles the floating toolboxes.&lt;br /&gt;
&lt;br /&gt;
Note that editing in GIMP is constrained by several things. You can only use tools such as the eraser within the selected area and on the active layer. If you want to draw outside the boundaries of the layer, use 'Layer to image size' in the 'Layer' menu.&lt;br /&gt;
&lt;br /&gt;
* Once you've duplicated bits into the shapes you want, use 'Merge down' or 'New from visible' in the 'Layer' menu to merge the parts into a complete layer&lt;br /&gt;
&lt;br /&gt;
Double click on the names of important layers to rename them, to make it easier to keep track of a complex image.&lt;br /&gt;
&lt;br /&gt;
===== Layer transform tools =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.transforms.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use 'Perspective', 'Sheer', 'Scale' and 'Flip' tools to transform the layer so it matches the shape of the face&lt;br /&gt;
&lt;br /&gt;
It's easier if you set the layer you're transforming to invisible. If faces turn out to be distorted or asymmetrical, that isn't a problem. Get the texture to the right shape, and you can adjust the UV map afterwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.textures.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the basic parts are in place.&lt;br /&gt;
&lt;br /&gt;
===== Healing and cloning =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.clone.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we use the 'Heal' and 'Clone' tools to integrate the separate parts we've pasted in, and to remove anomalies or details we don't want in the image.&lt;br /&gt;
&lt;br /&gt;
* Hold Ctrl and click on a sample area, that looks how it should. Click and drag over the target&lt;br /&gt;
&lt;br /&gt;
Sometimes repeated short clicks seem to work better with heal. With a little practise, you can erase fairly large elements you don't want. It sometimes works better if you turn down the tool's opacity and use multiple strokes.&lt;br /&gt;
&lt;br /&gt;
Remember to use the selection tools to limit which part of a layer you are drawing on, so you don't erase or modify parts that are already finished. If you use 'Fuzzy select' to select a region in the UV layer, then switch back to the layer you're working on, you can use the selected area like a mask or a stencil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.heal.png]]&lt;br /&gt;
&lt;br /&gt;
Done in a rush, but you get the idea :-)&lt;br /&gt;
&lt;br /&gt;
===== Hand drawing detail =====&lt;br /&gt;
&lt;br /&gt;
Use Shift to draw straight lines in GIMP. If you want to draw lots of geometric details, you might want to experiment with a vector drawing program such as [http://www.inkscape.org Inkscape].&lt;br /&gt;
&lt;br /&gt;
==== Exporting the texture  ====&lt;br /&gt;
&lt;br /&gt;
* Export the file as a png, remembering to turn off the visibility of the UV layer, and any others you were just using to work with. I've called mine 'firstship.png'&lt;br /&gt;
&lt;br /&gt;
==== Reimport to Blender (optional) ====&lt;br /&gt;
&lt;br /&gt;
You don't need to import the texture to Blender to get it into the game, but it can help to get a good look at it first.&lt;br /&gt;
&lt;br /&gt;
* In Blender's UV editing screen layout, choose 'Image' -&amp;gt; 'Open Image' on the menu on the bottom left&lt;br /&gt;
* Open the finished texture, and make any final adjustments to the UV map&lt;br /&gt;
&lt;br /&gt;
Ctrl-tab between editing vertices, edges, faces and islands.&lt;br /&gt;
&lt;br /&gt;
* Switch back to 'Default' screen layout, and switch the right-hand panel to 'Material'. If you included the default cube in your ship, there should already be a material. If there isn't, hit the '+' button to add one&lt;br /&gt;
* Switch the panel to 'Texture' mode, click the '+' button to add a texture, then change its type to 'Image or Movie'&lt;br /&gt;
* Under 'Image' click 'Open', and open the texture&lt;br /&gt;
* Under 'Mapping' set 'Coordinates' to 'UV'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.viewport.shading.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Set 'Viewport Shading' mode on the menu at the bottom to 'Texture'&lt;br /&gt;
* You might need to make some final adjustments to your thrusters etc. to line them up with the textures.&lt;br /&gt;
&lt;br /&gt;
Add some lights to the scene to get a better look.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.render.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not about to win any beauty contests, but hey, she looks like a spaceship!&lt;br /&gt;
&lt;br /&gt;
=== Using the model ===&lt;br /&gt;
&lt;br /&gt;
==== Export from Blender ====&lt;br /&gt;
&lt;br /&gt;
* Select the mesh, and switch the panel on the right to 'Material'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.material.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Make note of the name of the mesh's material - it will probably simply be 'Material'&lt;br /&gt;
* Select the mesh, and all your thrusters etc. Layer controls might help will this&lt;br /&gt;
* Choose 'File' -&amp;gt; 'Export' -&amp;gt; 'Collada' in the menu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Newmodel exportsettings01.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use these export settings. I've saved mine as 'firstship.dae'&lt;br /&gt;
&lt;br /&gt;
==== Creating a .model file ====&lt;br /&gt;
&lt;br /&gt;
More here: [[Model system]]&lt;br /&gt;
&lt;br /&gt;
* Now create a plain text file (in other words use a text editor rather than a word processor, which would fill it with invisible formatting information etc.) with the extension .model, which describes the ship's appearance&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
material Material-material&lt;br /&gt;
diffuse 1.0 1.0 1.0&lt;br /&gt;
specular 0.3 0.3 0.3&lt;br /&gt;
tex_diff firstship.png&lt;br /&gt;
mesh firstship.dae&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Use the name of the material in Blender, but with &amp;quot;-material&amp;quot; appended to it&lt;br /&gt;
* Place the .model, .dae and .png files in a suitable directory such as Pioneer/data/models/ships/firstship/&lt;br /&gt;
&lt;br /&gt;
Load Pioneer's [[Model viewer]], and check everything loads OK.&lt;br /&gt;
&lt;br /&gt;
==== Getting the model into Pioneer ====&lt;br /&gt;
&lt;br /&gt;
The simplest way to view your model in-game is to replace the model file of the start ship (currently the Wave) with your newly created ship's model file. You'll need to put the .dae and .png in the same directory.&lt;br /&gt;
&lt;br /&gt;
==== Creating a ship definition ====&lt;br /&gt;
&lt;br /&gt;
More here: [[Creating Ships and Stations]]&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.screenshot.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Art]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1172</id>
		<title>Cutaway panels in GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1172"/>
		<updated>2013-03-15T16:21:15Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* Drawing shadows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The outline ==&lt;br /&gt;
&lt;br /&gt;
Draw your outline in another program - GIMP isn't really suited to this. LibreCAD is pretty good, Inkscape would also work. You're going to use it for selections, so make sure all the lines meet up. Leave a border - you can trim it off later if you don't want to include it in the final texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.cad.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Import the file into GIMP. Duplicate the layer, and erase any stray lines that shouldn't be visible (useful to keep an intact backup, so you can still select the full shape of any component easily).&lt;br /&gt;
&lt;br /&gt;
Once done, if you have a black or white background, turn it transparent with 'Colours' -&amp;gt; 'Colour to alpha'. You might want to create a blank black or white layer to put behind your outline as an editing aid to make the lines stand out - though remember to change it to a neutral colour at the end if any of it shows through.&lt;br /&gt;
&lt;br /&gt;
== Defining paths ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.paths.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use 'Fuzzy select' (Shift + left click to add to selection) to select a group of components that you imagine should be of the same height. In the 'Paths' dialogue, select 'Selection to path'. Repeat, until you have a path for each height group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drawing shadows ==&lt;br /&gt;
&lt;br /&gt;
First, set the parameters for the 'Airbrush' tool so it looks like a shadow, something like black at 60 - 80% opacity, with a round brush set at a little over double the size you really want. Create and activate a new transparent layer. Select a height group's path, and choose 'Path to selection' - this limits the area we're casting the shadow onto. Select a path for a higher up height group, and choose 'Paint along the path' -&amp;gt; 'Stroke with a paint tool'. Choose 'Airbrush' and hit 'Stroke'.&lt;br /&gt;
&lt;br /&gt;
As you can see, you've projected a shadow from one height group onto another. By adjusting opacity and width for different combinations, you can create a consistent, and reasonably convincing illusion of depth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.shadows.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Angled surfaces ===&lt;br /&gt;
&lt;br /&gt;
If you have a surface which is supposed to be angled, you'll need to create a separate layer for it's shadow. Draw a shadow on it using the same method. Right click on the layer in the 'Layers' dialogue, and choose 'Add Layer Mask' -&amp;gt; 'White'. Now draw a dark to light gradient across the surface, the dark part being the area of shadow you want to fade. Right click on the layer and choose 'Show Layer Mask' to view it. Play around with the gradient's intensity, position, and offset, and the layer's opacity, till it looks right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.mask.png]]&lt;br /&gt;
&lt;br /&gt;
== Textures and detailing ==&lt;br /&gt;
&lt;br /&gt;
Add texture layers beneath your shadows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.texture.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here I've imported another line layer from LibreCAD for extra detailing. I've duplicated it, and the outline layer, applied a 'Gaussian blur' filter to one duplicate, and reduced opacity of all line layers, to leave something of a defined edge without looking too unnaturally sharp. You need to pay attention to which areas are selected when applying the blur, or the lines will bleed into the wrong surfaces. It's easy enough using a combination of the previously made paths and the master outline - Shift-click on 'Path to selection' to add to the selection, Ctrl-click to subtract. You can also use 'Grow' in the Select menu to merge separate areas together.&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1171</id>
		<title>Cutaway panels in GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1171"/>
		<updated>2013-03-15T16:19:05Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* The outline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The outline ==&lt;br /&gt;
&lt;br /&gt;
Draw your outline in another program - GIMP isn't really suited to this. LibreCAD is pretty good, Inkscape would also work. You're going to use it for selections, so make sure all the lines meet up. Leave a border - you can trim it off later if you don't want to include it in the final texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.cad.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Import the file into GIMP. Duplicate the layer, and erase any stray lines that shouldn't be visible (useful to keep an intact backup, so you can still select the full shape of any component easily).&lt;br /&gt;
&lt;br /&gt;
Once done, if you have a black or white background, turn it transparent with 'Colours' -&amp;gt; 'Colour to alpha'. You might want to create a blank black or white layer to put behind your outline as an editing aid to make the lines stand out - though remember to change it to a neutral colour at the end if any of it shows through.&lt;br /&gt;
&lt;br /&gt;
== Defining paths ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.paths.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use 'Fuzzy select' (Shift + left click to add to selection) to select a group of components that you imagine should be of the same height. In the 'Paths' dialogue, select 'Selection to path'. Repeat, until you have a path for each height group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drawing shadows ==&lt;br /&gt;
&lt;br /&gt;
First, set the parameters for the 'Airbrush' tool so it looks like a shadow, something like black at 60 - 80% opacity, with a round brush set at a little over double the size you really want. Create and activate a new transparent layer. Select a height group's path, and choose 'Path to selection'. Select a path for a higher up height group, and choose 'Paint along the path' -&amp;gt; 'Stroke with a paint tool'. Choose 'Airbrush' and hit 'Stroke'.&lt;br /&gt;
&lt;br /&gt;
As you can see, you've projected a shadow from one height group onto another. By adjusting opacity and width for different combinations, you can create a consistent, and reasonably convincing illusion of depth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.shadows.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Angled surfaces ===&lt;br /&gt;
&lt;br /&gt;
If you have a surface which is supposed to be angled, you'll need to create a separate layer for it's shadow. Draw a shadow on it using the same method. Right click on the layer in the 'Layers' dialogue, and choose 'Add Layer Mask' -&amp;gt; 'White'. Now draw a dark to light gradient across the surface, the dark part being the area of shadow you want to fade. Right click on the layer and choose 'Show Layer Mask' to view it. Play around with the gradient's intensity, position, and offset, and the layer's opacity, till it looks right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.mask.png]]&lt;br /&gt;
&lt;br /&gt;
== Textures and detailing ==&lt;br /&gt;
&lt;br /&gt;
Add texture layers beneath your shadows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.texture.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here I've imported another line layer from LibreCAD for extra detailing. I've duplicated it, and the outline layer, applied a 'Gaussian blur' filter to one duplicate, and reduced opacity of all line layers, to leave something of a defined edge without looking too unnaturally sharp. You need to pay attention to which areas are selected when applying the blur, or the lines will bleed into the wrong surfaces. It's easy enough using a combination of the previously made paths and the master outline - Shift-click on 'Path to selection' to add to the selection, Ctrl-click to subtract. You can also use 'Grow' in the Select menu to merge separate areas together.&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1170</id>
		<title>Cutaway panels in GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1170"/>
		<updated>2013-03-15T16:15:38Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* Textures and detailing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The outline ==&lt;br /&gt;
&lt;br /&gt;
Draw your outline in another program - GIMP isn't really suited to this. LibreCAD is pretty good, Inkscape would also work. You're going to use it for selections, so make sure all the lines meet up. Leave a border - you can trim it off later if you don't want to include it in the final texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.cad.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Import the file into GIMP. Duplicate the layer, and erase any stray lines that shouldn't be visible (useful to keep an intact backup, so you can still select the full shape of any component easily).&lt;br /&gt;
&lt;br /&gt;
Once done, if you have a black or white background, turn it transparent with 'Colours' -&amp;gt; 'Colour to alpha'. You might want to create a blank black or white layer to put behind your outline as an editing aid to make the lines stand out. &lt;br /&gt;
&lt;br /&gt;
== Defining paths ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.paths.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use 'Fuzzy select' (Shift + left click to add to selection) to select a group of components that you imagine should be of the same height. In the 'Paths' dialogue, select 'Selection to path'. Repeat, until you have a path for each height group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drawing shadows ==&lt;br /&gt;
&lt;br /&gt;
First, set the parameters for the 'Airbrush' tool so it looks like a shadow, something like black at 60 - 80% opacity, with a round brush set at a little over double the size you really want. Create and activate a new transparent layer. Select a height group's path, and choose 'Path to selection'. Select a path for a higher up height group, and choose 'Paint along the path' -&amp;gt; 'Stroke with a paint tool'. Choose 'Airbrush' and hit 'Stroke'.&lt;br /&gt;
&lt;br /&gt;
As you can see, you've projected a shadow from one height group onto another. By adjusting opacity and width for different combinations, you can create a consistent, and reasonably convincing illusion of depth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.shadows.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Angled surfaces ===&lt;br /&gt;
&lt;br /&gt;
If you have a surface which is supposed to be angled, you'll need to create a separate layer for it's shadow. Draw a shadow on it using the same method. Right click on the layer in the 'Layers' dialogue, and choose 'Add Layer Mask' -&amp;gt; 'White'. Now draw a dark to light gradient across the surface, the dark part being the area of shadow you want to fade. Right click on the layer and choose 'Show Layer Mask' to view it. Play around with the gradient's intensity, position, and offset, and the layer's opacity, till it looks right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.mask.png]]&lt;br /&gt;
&lt;br /&gt;
== Textures and detailing ==&lt;br /&gt;
&lt;br /&gt;
Add texture layers beneath your shadows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.texture.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here I've imported another line layer from LibreCAD for extra detailing. I've duplicated it, and the outline layer, applied a 'Gaussian blur' filter to one duplicate, and reduced opacity of all line layers, to leave something of a defined edge without looking too unnaturally sharp. You need to pay attention to which areas are selected when applying the blur, or the lines will bleed into the wrong surfaces. It's easy enough using a combination of the previously made paths and the master outline - Shift-click on 'Path to selection' to add to the selection, Ctrl-click to subtract. You can also use 'Grow' in the Select menu to merge separate areas together.&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1169</id>
		<title>Cutaway panels in GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1169"/>
		<updated>2013-03-15T15:56:09Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The outline ==&lt;br /&gt;
&lt;br /&gt;
Draw your outline in another program - GIMP isn't really suited to this. LibreCAD is pretty good, Inkscape would also work. You're going to use it for selections, so make sure all the lines meet up. Leave a border - you can trim it off later if you don't want to include it in the final texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.cad.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Import the file into GIMP. Duplicate the layer, and erase any stray lines that shouldn't be visible (useful to keep an intact backup, so you can still select the full shape of any component easily).&lt;br /&gt;
&lt;br /&gt;
Once done, if you have a black or white background, turn it transparent with 'Colours' -&amp;gt; 'Colour to alpha'. You might want to create a blank black or white layer to put behind your outline as an editing aid to make the lines stand out. &lt;br /&gt;
&lt;br /&gt;
== Defining paths ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.paths.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use 'Fuzzy select' (Shift + left click to add to selection) to select a group of components that you imagine should be of the same height. In the 'Paths' dialogue, select 'Selection to path'. Repeat, until you have a path for each height group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drawing shadows ==&lt;br /&gt;
&lt;br /&gt;
First, set the parameters for the 'Airbrush' tool so it looks like a shadow, something like black at 60 - 80% opacity, with a round brush set at a little over double the size you really want. Create and activate a new transparent layer. Select a height group's path, and choose 'Path to selection'. Select a path for a higher up height group, and choose 'Paint along the path' -&amp;gt; 'Stroke with a paint tool'. Choose 'Airbrush' and hit 'Stroke'.&lt;br /&gt;
&lt;br /&gt;
As you can see, you've projected a shadow from one height group onto another. By adjusting opacity and width for different combinations, you can create a consistent, and reasonably convincing illusion of depth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.shadows.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Angled surfaces ===&lt;br /&gt;
&lt;br /&gt;
If you have a surface which is supposed to be angled, you'll need to create a separate layer for it's shadow. Draw a shadow on it using the same method. Right click on the layer in the 'Layers' dialogue, and choose 'Add Layer Mask' -&amp;gt; 'White'. Now draw a dark to light gradient across the surface, the dark part being the area of shadow you want to fade. Right click on the layer and choose 'Show Layer Mask' to view it. Play around with the gradient's intensity, position, and offset, and the layer's opacity, till it looks right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.mask.png]]&lt;br /&gt;
&lt;br /&gt;
== Textures and detailing ==&lt;br /&gt;
&lt;br /&gt;
Add texture layers beneath your shadows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.texture.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here I've imported another line layer from LibreCAD for extra line detail. I've duplicated it, and the outline layer, and applied a 'Gaussian blur' filter to one duplicate, and reduced opacity of all line layers, to leave something of a defined edge without looking too unnatural.&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Cutaway.panels.texture.png&amp;diff=1168</id>
		<title>File:Cutaway.panels.texture.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Cutaway.panels.texture.png&amp;diff=1168"/>
		<updated>2013-03-15T15:49:59Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: uploaded a new version of &amp;amp;quot;File:Cutaway.panels.texture.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1167</id>
		<title>Cutaway panels in GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1167"/>
		<updated>2013-03-15T14:00:51Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The outline ==&lt;br /&gt;
&lt;br /&gt;
Draw your outline in another program - GIMP isn't really suited to this. LibreCAD is pretty good, Inkscape would also work. You're going to use it for selections, so make sure all the lines meet up. Leave a border - you can trim it off later if you don't want to include it in the final texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.cad.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Import the file into GIMP. Duplicate the layer, and erase any stray lines that shouldn't be visible (useful to keep an intact backup, so you can still select the full shape of any component easily).&lt;br /&gt;
&lt;br /&gt;
Once done, if you have a black or white background, turn it transparent with 'Colours' -&amp;gt; 'Colour to alpha'. You might want to create a blank black or white layer to put behind your outline as an editing aid to make the lines stand out. &lt;br /&gt;
&lt;br /&gt;
== Defining paths ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.paths.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use 'Fuzzy select' (Shift + left click to add to selection) to select a group of components that you imagine should be of the same height. In the 'Paths' dialogue, select 'Selection to path'. Repeat, until you have a path for each height group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drawing shadows ==&lt;br /&gt;
&lt;br /&gt;
First, set the parameters for the 'Airbrush' tool so it looks like a shadow, something like black at 60 - 80% opacity, with a round brush set at a little over double the size you really want. Create and activate a new transparent layer. Select a height group's path, and choose 'Path to selection'. Select a path for a higher up height group, and choose 'Paint along the path' -&amp;gt; 'Stroke with a paint tool'. Choose 'Airbrush' and hit 'Stroke'.&lt;br /&gt;
&lt;br /&gt;
As you can see, you've projected a shadow from one height group onto another. By adjusting opacity and width for different combinations, you can create a consistent, and reasonably convincing illusion of depth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.shadows.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Angled surfaces ===&lt;br /&gt;
&lt;br /&gt;
If you have a surface which is supposed to be angled, you'll need to create a separate layer for it's shadow. Draw a shadow on it using the same method. Right click on the layer in the 'Layers' dialogue, and choose 'Add Layer Mask' -&amp;gt; 'White'. Now draw a dark to light gradient across the surface, the dark part being the area of shadow you want to fade. Right click on the layer and choose 'Show Layer Mask' to view it. Play around with the gradient's intensity, position, and offset, and the layer's opacity, till it looks right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.mask.png]]&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
&lt;br /&gt;
Add texture layers beneath your shadows, and you're done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.texture.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Making_your_first_ship&amp;diff=1166</id>
		<title>Making your first ship</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Making_your_first_ship&amp;diff=1166"/>
		<updated>2013-03-15T10:55:15Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* Drawing a texture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
This page describes point by point how to create your first ship, and get it into Pioneer. You should be able to do this from scratch within a few hours, having no experience whatsoever. We aren't intending to cover much detail at all, but will rather give a simplified overview, and point to other pages with fuller explanations for once you're comfortable with the process.&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
&lt;br /&gt;
To follow this tutorial you will need:&lt;br /&gt;
&lt;br /&gt;
* A recent copy of [http://pioneerspacesim.net/download Pioneer] - using SGModel system. Anything since around Alpha 30 is fine&lt;br /&gt;
* A recent copy of [http://www.blender.org Blender] - this was written on 2.65&lt;br /&gt;
* A recent copy of [http://www.gimp.org GIMP] - this was written on 2.8&lt;br /&gt;
* A three button mouse with a wheel, or equivalent&lt;br /&gt;
&lt;br /&gt;
Other 3D modellers and raster art programs will work fine, as long as you can work with standard formats such as Collada and .png. Other input devices can probably be configured around.&lt;br /&gt;
&lt;br /&gt;
== Step by step ==&lt;br /&gt;
&lt;br /&gt;
=== Making a ship ===&lt;br /&gt;
&lt;br /&gt;
More here: [[:Category:Blender|Blender]]&lt;br /&gt;
&lt;br /&gt;
* Open Blender&lt;br /&gt;
&lt;br /&gt;
The default scene should consist of a cube, a camera and a lamp. The camera and lamp are irrelevant and won't be exported, but that cube is going places ;-)&lt;br /&gt;
&lt;br /&gt;
==== Box modelling ====&lt;br /&gt;
&lt;br /&gt;
* Make sure the mouse cursor is on the view of the scene, then hit Ctrl-alt-'q' to toggle quad view&lt;br /&gt;
&lt;br /&gt;
This allows us to easily check we have lined things up correctly.&lt;br /&gt;
&lt;br /&gt;
* Shift-'a', then choose 'Mesh' -&amp;gt; 'Cube'&lt;br /&gt;
&lt;br /&gt;
You've just added a cube to the scene. You won't be able to see it yet, as it's perfectly aligned with the 'default' cube: when you add things they'll appear where the 3D cursor is, and you can move that around with the left mouse button, or snap it back to the grid or the centre of the scene using the shift-'s' menu.&lt;br /&gt;
&lt;br /&gt;
* Move the mouse cursor onto the top down view, then hit 'g' to move the current selection (our new cube). Hold Ctrl to snap it to the grid, and move it a little further in the plus direction along the Y axis (in the direction the green arrow is pointing). Leave it just touching the edge of the default cube&lt;br /&gt;
&lt;br /&gt;
The scene's centre, where the default cube currently sits, and where the green and red lines cross, will mark the centre of mass of our ship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.cubes.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Make two more cubes, and leave them touching the default cube on either direction on the X axis. You can use Shift-'a' for Add, or Shift-'d' for Duplicate&lt;br /&gt;
&lt;br /&gt;
==== Editing vertices ====&lt;br /&gt;
&lt;br /&gt;
* Right-click on the first cube we created to select it&lt;br /&gt;
&lt;br /&gt;
That's the nose of our ship, so it needs to be a bit more pointed.&lt;br /&gt;
&lt;br /&gt;
* Hold the middle mouse button in the 3D viewport, and swing the view round to get a better look at it&lt;br /&gt;
&lt;br /&gt;
Mousewheel zooms, Ctrl or Shift and mousewheel moves a viewport horizontally or vertically, and Shift-middle mouse will pan.&lt;br /&gt;
&lt;br /&gt;
* Hit Tab to switch to 'Edit mode'&lt;br /&gt;
&lt;br /&gt;
You can now Ctrl-tab between vertex, edge and face edit mode. We should be on vertex edit mode already.&lt;br /&gt;
&lt;br /&gt;
* Hit 'a' for deselect all. Right click on one of the bottom vertices at the tip of the nose. Hold Shift, then right click on the vertex above it to chain-select it&lt;br /&gt;
&lt;br /&gt;
'b' for box, 'c' for circle, and Ctrl-left mouse for freehand select are also very useful for selecting multiple things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.vertices.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Hit Alt-'m' for merge, and choose 'At first'&lt;br /&gt;
&lt;br /&gt;
The vertices will merge, and any edges and faces between them are dissolved.&lt;br /&gt;
&lt;br /&gt;
* Do the same for the other two vertices, to create a pointed nose&lt;br /&gt;
* We can also make the nose a bit longer, by selecting each of the newly merged vertices then typing 'g', 'y', '2', 'Return', moving them both two Blender units (meters in game) further along the Y axis.&lt;br /&gt;
&lt;br /&gt;
We could equally have used the mouse. 's' for scale and 'r' for rotate work in similar fashion, though note that 'r' toggles between two different rotate modes.&lt;br /&gt;
&lt;br /&gt;
==== Joining and separating ====&lt;br /&gt;
&lt;br /&gt;
You'll note that the only vertices you can edit are those belonging to the currently selected mesh - you have to Tab back to 'Object mode' to select another object, then Tab back to edit mode before its vertices become visible. If we want to 'fill in' the areas between two meshes, we either have to use another completely separate mesh which lines up with the others, copy part of one mesh into the other, or merge them.&lt;br /&gt;
&lt;br /&gt;
* Tab back to object mode, then hit 'a' key to select all&lt;br /&gt;
* Hit Ctrl-'j' to merge our ship together into a single mesh&lt;br /&gt;
&lt;br /&gt;
If you want to separate off a section, select it in edit mode, hit 'p' and choose 'Selection'&lt;br /&gt;
&lt;br /&gt;
==== Creating edges and faces ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.edges.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you can join up the section between the 'wings' and the 'nose'.&lt;br /&gt;
&lt;br /&gt;
* Tab back to edit mode, and chain select two vertices&lt;br /&gt;
* Hit 'f' to create an edge between them&lt;br /&gt;
* Select three edges and hit 'f', and you'll create a face. You can also just select three vertices and hit 'f'; Blender will fill in the edges where needed&lt;br /&gt;
&lt;br /&gt;
If you want to make things a bit more complicated, try Ctrl-left clicking to create new vertices and edges. You can 'Subdivide' faces or edges from the pane on the left, or duplicate vertices, edges and faces with Shift-'d'. Extrude (Alt-'e') and Bevel (Ctrl-'b') are also invaluable tools for this kind of modelling.&lt;br /&gt;
&lt;br /&gt;
If you go wrong, use Ctrl-'z' for undo, or select the mistakes, hit 'Del' key and select 'Only edges &amp;amp; faces'.&lt;br /&gt;
&lt;br /&gt;
=== Cleaning up ===&lt;br /&gt;
&lt;br /&gt;
You should now have something resembling a simple space ship. Move things around until you're happy with the basic shape.&lt;br /&gt;
&lt;br /&gt;
For a better look, hit 'z' to toggle wireframe view, and numpad '.' to reposition the centre of rotation and zoom around the currently selected object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.shaped.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While we could move straight onto the textures, we have a little bit of housekeeping due first.&lt;br /&gt;
&lt;br /&gt;
* Switch to vertex edit mode then select all with the 'a' key&lt;br /&gt;
* Choose 'Remove doubles' on the left-hand menu. This merges any selected overlapping vertices&lt;br /&gt;
&lt;br /&gt;
==== Internal faces ====&lt;br /&gt;
&lt;br /&gt;
We used the 'short cut' of building our model out of geometric primitives, instead of building it vertex by vertex. This means there are faces inside the model which should never be seen, and to reduce visual glitches, and strain on the renderer, we need to delete them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.internal.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In this case, it's pretty easy to spot them all with wireframe mode ('z'). Select and delete them with 'Del' -&amp;gt; 'Only faces'&lt;br /&gt;
&lt;br /&gt;
Sometimes the easiest way is just to delete internal vertices and edges - the faces will go with them.&lt;br /&gt;
&lt;br /&gt;
You can also hide a face (or vertex, mesh, etc.) with the 'h' key, allowing you to see what's inside your model. Alt-'h' brings everything back. Numpad '/' key toggles 'Local view', hiding all other meshes and objects temporarily. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Blender-layer-controls.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With more complex models, you'll want to make use of layers to isolate parts of your model. Click or use number keys to activate a layer, Shift-click or Shift-number key to activate several (Shift-Alt-number key for layers 11 - 20). '`' key (grave aka backtick, probably just left of '1') to show all, and 'm' key to move objects from layer to layer.&lt;br /&gt;
&lt;br /&gt;
==== Distortion ====&lt;br /&gt;
&lt;br /&gt;
We also need to add in any missing edges to smooth out the geometry. Any polygons whose vertices aren't all on the same plane should be divided into triangles (unless they're going to be curved by setting 'Smooth' shading mode).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.incoplanar.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Faces with kinks in like the above aren't going to look right. Delete them&lt;br /&gt;
* Add an extra edge, and recreate them with appropriate triangles&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.incoplanar.2.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Normals ====&lt;br /&gt;
&lt;br /&gt;
Most faces in Pioneer are only going to have one side. We need to set each mesh to one sided, and check all faces are pointing outwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.double.sided.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Switch the mesh to single sided in the right-hand panel's 'Object Data' mode&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.normals.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In edit mode, press 'n' key and switch on 'Normals' for faces in the panel on the right. You might want to make them a bit longer than default&lt;br /&gt;
&lt;br /&gt;
Normals show you which way your faces have their 'front' sides. Any that look darker than those around them from the outside of the model are suspect, but the acid test is looking for the little blue spikes, which should all point outwards. &lt;br /&gt;
&lt;br /&gt;
* Chain select any faces pointing the wrong way, then flip them round with the 'Flip Direction' button under 'Normals' on the 'Mesh tools' panel on the left&lt;br /&gt;
&lt;br /&gt;
You can also use 'Recalculate normals' to try to do this automatically.&lt;br /&gt;
&lt;br /&gt;
=== Thrusters ===&lt;br /&gt;
&lt;br /&gt;
More here: [[Model system]]&lt;br /&gt;
&lt;br /&gt;
Now is a good time to start thinking about where your thrusters should go.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.thrusters.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* In object mode, add an 'Empty' object of type 'Single arrow'&lt;br /&gt;
* Change its name to 'thruster_001' using the 'Outliner' pane on the right&lt;br /&gt;
* Duplicate as many as you need, and resize and orient them appropriately&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&lt;br /&gt;
==== UV unwrapping ====&lt;br /&gt;
&lt;br /&gt;
More here: [[UV coordinates in Blender]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.screen.layout.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Switch Blender to 'UV Editing mode' using the screen layout widget at the top&lt;br /&gt;
&lt;br /&gt;
The left half of the screen now represents the way the texture will be mapped onto our model (analogously to the way a shoebox can be flattened out to its 2D plan, or a globe can be projected onto a 2D map).&lt;br /&gt;
&lt;br /&gt;
* Chain-select all of the faces on the top of the model, then hit 'u' and choose 'Unwrap'&lt;br /&gt;
&lt;br /&gt;
A projection of that part of the model will appear in the UV space on the left.&lt;br /&gt;
&lt;br /&gt;
* Do the same for the underside, the sides and the back&lt;br /&gt;
* Use the 'g', 's' and 'r' keys to squeeze these sections in as tightly as possible to the grid&lt;br /&gt;
&lt;br /&gt;
Use the mousewheel to zoom, and middle mouse button to pan around for a better look.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.uvs.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here I've flipped one side of the ship with 's', 'x', '-1', 'Return', and superimposed both sides. They'll share the same texture.&lt;br /&gt;
&lt;br /&gt;
* Ensure all faces are selected with 'a', then choose 'UVs' -&amp;gt; 'Export UV Layout' on the menu at the bottom left, and save the file&lt;br /&gt;
&lt;br /&gt;
==== Drawing a texture ====&lt;br /&gt;
&lt;br /&gt;
More here: [[:Category:GIMP|GIMP]], [[Textures]]&lt;br /&gt;
&lt;br /&gt;
First we find a nice metallic looking 'base' texture with an appropriate license for the background somewhere on the internet. You might not end up with much of it visible in the end, but it's useful to fill in any gaps. I found some on [http://opengameart.org/textures/all opengameart.org]. Grab anything containing a feature you might want as well.&lt;br /&gt;
&lt;br /&gt;
===== Working with layers =====&lt;br /&gt;
&lt;br /&gt;
* Open the UV map in GIMP&lt;br /&gt;
* Open the metallic background image&lt;br /&gt;
* In the background's menu, choose 'Edit' -&amp;gt; 'Copy'&lt;br /&gt;
* In the UV map's menu, choose 'Edit' -&amp;gt; 'Paste as' -&amp;gt; 'New layer'&lt;br /&gt;
* Use 'Scale tool' to resize it so it covers the whole image&lt;br /&gt;
* Paste in any other files you want to make use of&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.layer.controls.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use the layer controls to keep a handle on what's going on. Each of the resources you've pasted in should normally remain as an unmodified 'master' on a separate layer - we'll create new layers to do the actual editing in. Toggle visibility with the eye icons on the left - here I've set the background metal (known to GIMP as 'Clipboard' layer at the moment) to invisible. Move layers up and down in the stack with the green arrows.&lt;br /&gt;
&lt;br /&gt;
* Move the UV layout to the top of the stack. You'll be using it as a stencil to draw and compose everything else&lt;br /&gt;
&lt;br /&gt;
===== Copying sections into a working layer =====&lt;br /&gt;
&lt;br /&gt;
* Activate a layer containing some of the details you want to use. Move it higher up in the stack if you want a better view of it&lt;br /&gt;
* Use the select tools to pick out a section you want to turn into a feature&lt;br /&gt;
* Choose 'Edit' -&amp;gt; 'Copy', 'Edit' - &amp;gt; 'Paste as new layer' to create a new working layer for it&lt;br /&gt;
* Use the 'Eraser tool', or use select tools and 'Edit' -&amp;gt; 'Cut' to trim it down precisely&lt;br /&gt;
&lt;br /&gt;
Tab toggles the floating toolboxes.&lt;br /&gt;
&lt;br /&gt;
Note that editing in GIMP is constrained by several things. You can only use tools such as the eraser within the selected area and on the active layer. If you want to draw outside the boundaries of the layer, use 'Layer to image size' in the 'Layer' menu.&lt;br /&gt;
&lt;br /&gt;
* Once you've duplicated bits into the shapes you want, use 'Merge down' or 'New from visible' in the 'Layer' menu to merge the parts into a complete layer&lt;br /&gt;
&lt;br /&gt;
Double click on the names of important layers to rename them, to make it easier to keep track of a complex image.&lt;br /&gt;
&lt;br /&gt;
===== Layer transform tools =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.transforms.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use 'Perspective', 'Sheer', 'Scale' and 'Flip' tools to transform the layer so it matches the shape of the face&lt;br /&gt;
&lt;br /&gt;
It's easier if you set the layer you're transforming to invisible. If faces turn out to be distorted or asymmetrical, that isn't a problem. Get the texture to the right shape, and you can adjust the UV map afterwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.textures.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of the basic parts are in place.&lt;br /&gt;
&lt;br /&gt;
===== Healing and cloning =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.clone.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we use the 'Heal' and 'Clone' tools to integrate the separate parts we've pasted in, and to remove anomalies or details we don't want in the image.&lt;br /&gt;
&lt;br /&gt;
* Hold Ctrl and click on a sample area, that looks how it should. Click and drag over the target&lt;br /&gt;
&lt;br /&gt;
Sometimes repeated short clicks seem to work better with heal. With a little practise, you can erase fairly large elements you don't want. It sometimes works better if you turn down the tool's opacity and use multiple strokes.&lt;br /&gt;
&lt;br /&gt;
Remember to use the selection tools to limit which part of a layer you are drawing on, so you don't erase or modify parts that are already finished. If you use 'Fuzzy select' to select a region in the UV layer, then switch back to the layer you're working on, you can use the selected area like a mask or a stencil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.heal.png]]&lt;br /&gt;
&lt;br /&gt;
Done in a rush, but you get the idea :-)&lt;br /&gt;
&lt;br /&gt;
===== Hand drawing detail =====&lt;br /&gt;
&lt;br /&gt;
Use Shift to draw straight lines in GIMP. If you want to draw lots of geometric details, you might want to experiment with a vector drawing program such as [http://www.inkscape.org Inkscape].&lt;br /&gt;
&lt;br /&gt;
==== Exporting the texture  ====&lt;br /&gt;
&lt;br /&gt;
* Export the file as a png, remembering to turn off the visibility of the UV layer, and any others you were just using to work with. I've called mine 'firstship.png'&lt;br /&gt;
&lt;br /&gt;
==== Reimport to Blender (optional) ====&lt;br /&gt;
&lt;br /&gt;
You don't need to import the texture to Blender to get it into the game, but it can help to get a good look at it first.&lt;br /&gt;
&lt;br /&gt;
* In Blender's UV editing screen layout, choose 'Image' -&amp;gt; 'Open Image' on the menu on the bottom left&lt;br /&gt;
* Open the finished texture, and make any final adjustments to the UV map&lt;br /&gt;
&lt;br /&gt;
Ctrl-tab between editing vertices, edges, faces and islands.&lt;br /&gt;
&lt;br /&gt;
* Switch back to 'Default' screen layout, and switch the right-hand panel to 'Material'. If you included the default cube in your ship, there should already be a material. If there isn't, hit the '+' button to add one&lt;br /&gt;
* Switch the panel to 'Texture' mode, click the '+' button to add a texture, then change its type to 'Image or Movie'&lt;br /&gt;
* Under 'Image' click 'Open', and open the texture&lt;br /&gt;
* Under 'Mapping' set 'Coordinates' to 'UV'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.viewport.shading.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Set 'Viewport Shading' mode on the menu at the bottom to 'Texture'&lt;br /&gt;
* You might need to make some final adjustments to your thrusters etc. to line them up with the textures.&lt;br /&gt;
&lt;br /&gt;
Add some lights to the scene to get a better look.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.render.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not about to win any beauty contests, but hey, she looks like a spaceship!&lt;br /&gt;
&lt;br /&gt;
=== Using the model ===&lt;br /&gt;
&lt;br /&gt;
==== Export from Blender ====&lt;br /&gt;
&lt;br /&gt;
* Select the mesh, and switch the panel on the right to 'Material'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.material.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Make note of the name of the mesh's material - it will probably simply be 'Material'&lt;br /&gt;
* Select the mesh, and all your thrusters etc. Layer controls might help will this&lt;br /&gt;
* Choose 'File' -&amp;gt; 'Export' -&amp;gt; 'Collada' in the menu&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Newmodel exportsettings01.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Use these export settings. I've saved mine as 'firstship.dae'&lt;br /&gt;
&lt;br /&gt;
==== Creating a .model file ====&lt;br /&gt;
&lt;br /&gt;
More here: [[Model system]]&lt;br /&gt;
&lt;br /&gt;
* Now create a plain text file (in other words use a text editor rather than a word processor, which would fill it with invisible formatting information etc.) with the extension .model, which describes the ship's appearance&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
material Material-material&lt;br /&gt;
diffuse 1.0 1.0 1.0&lt;br /&gt;
specular 0.3 0.3 0.3&lt;br /&gt;
tex_diff firstship.png&lt;br /&gt;
mesh firstship.dae&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Use the name of the material in Blender, but with &amp;quot;-material&amp;quot; appended to it&lt;br /&gt;
* Place the .model, .dae and .png files in a suitable directory such as Pioneer/data/models/ships/firstship/&lt;br /&gt;
&lt;br /&gt;
Load Pioneer's [[Model viewer]], and check everything loads OK.&lt;br /&gt;
&lt;br /&gt;
==== Getting the model into Pioneer ====&lt;br /&gt;
&lt;br /&gt;
The simplest way to view your model in-game is to replace the model file of the start ship (currently the Wave) with your newly created ship's model file. You'll need to put the .dae and .png in the same directory.&lt;br /&gt;
&lt;br /&gt;
==== Creating a ship definition ====&lt;br /&gt;
&lt;br /&gt;
More here: [[Creating Ships and Stations]]&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:First.ship.screenshot.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Art]]&lt;br /&gt;
[[Category:Blender]]&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1165</id>
		<title>Cutaway panels in GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1165"/>
		<updated>2013-03-15T10:45:58Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* Drawing shadows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The outline ==&lt;br /&gt;
&lt;br /&gt;
Draw your outline in another program - GIMP isn't really suited to this. LibreCAD is pretty good, Inkscape would also work. You're going to use it for selections, so make sure all the lines meet up. Leave a border - you can trim it off later if you don't want to include it in the final texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.cad.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Import the file into GIMP. Duplicate the layer, and erase any stray lines that shouldn't be visible (useful to keep an intact backup, so you can still select the full shape of any component easily).&lt;br /&gt;
&lt;br /&gt;
Once done, if you have a black or white background, turn it transparent with 'Colours' -&amp;gt; 'Colour to alpha'. You might want to create a blank black or white layer to put behind your outline as an editing aid to make the lines stand out. &lt;br /&gt;
&lt;br /&gt;
== Defining paths ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.paths.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use 'Fuzzy select' (Shift + left click to add to selection) to select a group of components that you imagine should be of the same height. In the 'Paths' dialogue, select 'Selection to Path'. Repeat, until you have a path for each height group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drawing shadows ==&lt;br /&gt;
&lt;br /&gt;
First, set the parameters for the 'Airbrush' tool so it looks like a shadow, something like black at 60 - 80% opacity, with a round brush set at a little over double the size you really want. Create and activate a new transparent layer. Select a height group's path, and choose 'Path to Selection'. Select a path for a higher up height group, and choose 'Paint along the path' -&amp;gt; 'Stroke with a paint tool'. Choose 'Airbrush' and hit 'Stroke'.&lt;br /&gt;
&lt;br /&gt;
As you can see, you've projected a shadow from one height group onto another. By adjusting opacity and width for different combinations, you can create a consistent, and reasonably convincing illusion of depth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.shadows.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Angled surfaces ===&lt;br /&gt;
&lt;br /&gt;
If you have a surface which is supposed to be angled, you'll need to create a separate layer for it's shadow. Draw a shadow on it using the same method. Right click on the layer in the 'Layers' dialogue, and choose 'Add Layer Mask' -&amp;gt; 'White'. Now draw a dark to light gradient across the surface, the dark part being the area of shadow you want to remove. Right click on the layer and choose 'Show Layer Mask' to view it. Play around with the gradient's colours, position, and offset, and the layer's opacity, till it looks right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.mask.png]]&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
&lt;br /&gt;
Add texture layers beneath your shadows, and you're done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.texture.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1164</id>
		<title>Cutaway panels in GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1164"/>
		<updated>2013-03-15T10:06:38Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* Angled surfaces */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The outline ==&lt;br /&gt;
&lt;br /&gt;
Draw your outline in another program - GIMP isn't really suited to this. LibreCAD is pretty good, Inkscape would also work. You're going to use it for selections, so make sure all the lines meet up. Leave a border - you can trim it off later if you don't want to include it in the final texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.cad.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Import the file into GIMP. Duplicate the layer, and erase any stray lines that shouldn't be visible (useful to keep an intact backup, so you can still select the full shape of any component easily).&lt;br /&gt;
&lt;br /&gt;
Once done, if you have a black or white background, turn it transparent with 'Colours' -&amp;gt; 'Colour to alpha'. You might want to create a blank black or white layer to put behind your outline as an editing aid to make the lines stand out. &lt;br /&gt;
&lt;br /&gt;
== Defining paths ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.paths.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use 'Fuzzy select' (Shift + left click to add to selection) to select a group of components that you imagine should be of the same height. In the 'Paths' dialogue, select 'Selection to Path'. Repeat, until you have a path for each height group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drawing shadows ==&lt;br /&gt;
&lt;br /&gt;
First, set the parameters for the 'Airbrush' tool so it looks like a shadow, something like black at 60 - 80% opacity, with a round brush set at a little over double the size you really want. Create and activate a new transparent layer. Select a height group's path, and choose 'Path to Selection'. Select a path for a higher up height group, and choose 'Paint along the path' -&amp;gt; 'Stroke with a paint tool' in the 'Paths' dialogue. Choose 'Airbrush' and hit 'Stroke'.&lt;br /&gt;
&lt;br /&gt;
As you can see, you've projected a shadow from one height group onto another. By adjusting opacity and width for different combinations, you can create a consistent, and reasonably convincing illusion of depth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.shadows.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Angled surfaces ===&lt;br /&gt;
&lt;br /&gt;
If you have a surface which is supposed to be angled, you'll need to create a separate layer for it's shadow. Draw a shadow on it using the same method. Right click on the layer in the 'Layers' dialogue, and choose 'Add Layer Mask' -&amp;gt; 'White'. Now draw a dark to light gradient across the surface, the dark part being the area of shadow you want to remove. Right click on the layer and choose 'Show Layer Mask' to view it. Play around with the gradient's colours, position, and offset, and the layer's opacity, till it looks right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.mask.png]]&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
&lt;br /&gt;
Add texture layers beneath your shadows, and you're done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.texture.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Scripting_Blender&amp;diff=1162</id>
		<title>Scripting Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Scripting_Blender&amp;diff=1162"/>
		<updated>2013-03-15T09:55:57Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* Using a loop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Why bother? ==&lt;br /&gt;
&lt;br /&gt;
It's actually really easy, and the kind of geometrically regular 'box modelling' building a spaceship entails is well suited to scripting.&lt;br /&gt;
&lt;br /&gt;
Next time you find yourself repeatedly doing the same sequence of operations to lots of different meshes or objects, consider writing a script. It may take a bit longer the first time, but once you know how you'll be much more efficient.&lt;br /&gt;
&lt;br /&gt;
== Walk through ==&lt;br /&gt;
&lt;br /&gt;
We're going to write a script (more of a macro really) which takes the selected object, duplicates it, moves one duplicate 10 units forward on one axis, then shrinks it 10% on the other two axes.&lt;br /&gt;
&lt;br /&gt;
=== Set up Blender ===&lt;br /&gt;
&lt;br /&gt;
* You may need to install Python and sort out environment variables first. I'm assuming if Blender works, Python works, but haven't tested on Windows...&lt;br /&gt;
* Back in Blender, switch to 'Scripting' screen layout at the top, and in the Text pane's file widget hit 'New'. This is where our script will go. Type&lt;br /&gt;
&lt;br /&gt;
 import bpy&lt;br /&gt;
&lt;br /&gt;
as the first line - that's the Blender PYthon API, the functions we use to tell it what operations to perform.&lt;br /&gt;
&lt;br /&gt;
=== Perform the operations, like recording a macro ===&lt;br /&gt;
&lt;br /&gt;
Now we manually perform the operations we want the script to automate, to get an idea of the underlying Python functions the interface uses. The arguments and output will appear in the top console pane. So, when I duplicate the starter box, move it ten units forwards on Y, then shrink it to .9 on X and Z, I get:&lt;br /&gt;
&lt;br /&gt;
 bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={&amp;quot;linked&amp;quot;:False, &amp;quot;mode&amp;quot;:'TRANSLATION'}, TRANSFORM_OT_translate={&amp;quot;value&amp;quot;:(0, 0, 0), &amp;quot;constraint_axis&amp;quot;:(False, False, False), &lt;br /&gt;
 &amp;quot;constraint_orientation&amp;quot;:'GLOBAL', &amp;quot;mirror&amp;quot;:False, &amp;quot;proportional&amp;quot;:'DISABLED', &amp;quot;proportional_edit_falloff&amp;quot;:'SMOOTH', &amp;quot;proportional_size&amp;quot;:1, &amp;quot;snap&amp;quot;:False, &amp;quot;snap_target&amp;quot;:'CLOSEST',&lt;br /&gt;
 &amp;quot;snap_point&amp;quot;:(0, 0, 0), &amp;quot;snap_align&amp;quot;:False, &amp;quot;snap_normal&amp;quot;:(0, 0, 0), &amp;quot;texture_space&amp;quot;:False, &amp;quot;release_confirm&amp;quot;:False})&lt;br /&gt;
&lt;br /&gt;
 bpy.ops.transform.resize(value=(0.9, 1, 1), constraint_axis=(True, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', &lt;br /&gt;
 proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), texture_space=False, release_confirm=False)&lt;br /&gt;
&lt;br /&gt;
 bpy.ops.transform.resize(value=(1, 1, 0.9), constraint_axis=(False, False, True), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', &lt;br /&gt;
 proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), texture_space=False, release_confirm=False)&lt;br /&gt;
&lt;br /&gt;
=== Test ===&lt;br /&gt;
&lt;br /&gt;
Copy those three statements from the top pane by right-clicking on each, then hitting ctrl-c. Paste them with ctrl-v just after the 'import bpy' statement. Congratulations, you've just written a Blender Python script :-)&lt;br /&gt;
&lt;br /&gt;
Hit 'Run script' below and you'll note that it works, apart from failing to move the object along Y. By looking at the 0.9 arguments to the resizes, we can work out that the second dimension represents Y (figures... X, Y and Z), so we try putting (0,10,0) in as the first part of the second argument of the duplicate_move function. We also reason that the second transform_resize statement is redundant - shrinking with different function calls for each axis might not do any harm, but it's needlessly messy. A little experimentation establishes that as long as we set the constraint_axis arguments to false, we can feed in values for any axis. Test it again, and it works!&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
import bpy&lt;br /&gt;
&lt;br /&gt;
bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={&amp;quot;linked&amp;quot;:False, &amp;quot;mode&amp;quot;:'TRANSLATION'}, TRANSFORM_OT_translate={&amp;quot;value&amp;quot;:(0, 10, 0), &amp;quot;constraint_axis&amp;quot;:(False, False, False), &amp;quot;constraint_orientation&amp;quot;:'GLOBAL', &amp;quot;mirror&amp;quot;:False, &amp;quot;proportional&amp;quot;:'DISABLED', &amp;quot;proportional_edit_falloff&amp;quot;:'SMOOTH', &amp;quot;proportional_size&amp;quot;:1, &amp;quot;snap&amp;quot;:False, &amp;quot;snap_target&amp;quot;:'CLOSEST', &amp;quot;snap_point&amp;quot;:(0, 0, 0), &amp;quot;snap_align&amp;quot;:False, &amp;quot;snap_normal&amp;quot;:(0, 0, 0), &amp;quot;texture_space&amp;quot;:False, &amp;quot;release_confirm&amp;quot;:False})&lt;br /&gt;
bpy.ops.transform.resize(value=(0.9, 1, 0.9), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), texture_space=False, release_confirm=False)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Using a loop ===&lt;br /&gt;
&lt;br /&gt;
If you want to do something a fixed number of times, it's straightforward with a 'For loop'. A little googling on Python For loops should find you some tutorials, but this is the basic setup; be aware that Python is sensitive to whitespace. 'i' is an iterator, and will go through each value in the range 1 - 10. You can use it in expressions, like &amp;quot;i * 15 - 100&amp;quot;, to generate other values.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
import bpy&lt;br /&gt;
&lt;br /&gt;
for i in range (1, 10):&lt;br /&gt;
    bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={&amp;quot;linked&amp;quot;:False, &amp;quot;mode&amp;quot;:'TRANSLATION'}, TRANSFORM_OT_translate={&amp;quot;value&amp;quot;:(0, 10, 0), &amp;quot;constraint_axis&amp;quot;:(False, False, False), &amp;quot;constraint_orientation&amp;quot;:'GLOBAL', &amp;quot;mirror&amp;quot;:False, &amp;quot;proportional&amp;quot;:'DISABLED', &amp;quot;proportional_edit_falloff&amp;quot;:'SMOOTH', &amp;quot;proportional_size&amp;quot;:1, &amp;quot;snap&amp;quot;:False, &amp;quot;snap_target&amp;quot;:'CLOSEST', &amp;quot;snap_point&amp;quot;:(0, 0, 0), &amp;quot;snap_align&amp;quot;:False, &amp;quot;snap_normal&amp;quot;:(0, 0, 0), &amp;quot;texture_space&amp;quot;:False, &amp;quot;release_confirm&amp;quot;:False})&lt;br /&gt;
    bpy.ops.transform.resize(value=(0.9, 1, 0.9), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), texture_space=False, release_confirm=False)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Moving on... ==&lt;br /&gt;
&lt;br /&gt;
Through a similar process - working out what the interface is doing when you click the buttons, then sticking it together into primitive scripts, and a bit of fiddling to get it going - you'll soon be Blending much faster.&lt;br /&gt;
&lt;br /&gt;
== Links and tutorials ==&lt;br /&gt;
&lt;br /&gt;
* http://www.blender.org/documentation/blender_python_api_2_65a_release/ - the 2.65 API manual&lt;br /&gt;
* http://cgcookie.com/blender/2011/08/26/introduction-to-scripting-with-python-in-blender/ - skip ~27 minutes&lt;br /&gt;
* http://www.youtube.com/watch?v=1OePNW34-z4&lt;br /&gt;
* https://www.youtube.com/watch?v=ALfl4tebiQM&amp;amp;list=PLMYtDzby1wdY3NMM07u9tV0eCJ1HM-llM&lt;br /&gt;
&lt;br /&gt;
[[Category:Blender]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Scripting_Blender&amp;diff=1161</id>
		<title>Scripting Blender</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Scripting_Blender&amp;diff=1161"/>
		<updated>2013-03-15T09:54:00Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* Using a loop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Why bother? ==&lt;br /&gt;
&lt;br /&gt;
It's actually really easy, and the kind of geometrically regular 'box modelling' building a spaceship entails is well suited to scripting.&lt;br /&gt;
&lt;br /&gt;
Next time you find yourself repeatedly doing the same sequence of operations to lots of different meshes or objects, consider writing a script. It may take a bit longer the first time, but once you know how you'll be much more efficient.&lt;br /&gt;
&lt;br /&gt;
== Walk through ==&lt;br /&gt;
&lt;br /&gt;
We're going to write a script (more of a macro really) which takes the selected object, duplicates it, moves one duplicate 10 units forward on one axis, then shrinks it 10% on the other two axes.&lt;br /&gt;
&lt;br /&gt;
=== Set up Blender ===&lt;br /&gt;
&lt;br /&gt;
* You may need to install Python and sort out environment variables first. I'm assuming if Blender works, Python works, but haven't tested on Windows...&lt;br /&gt;
* Back in Blender, switch to 'Scripting' screen layout at the top, and in the Text pane's file widget hit 'New'. This is where our script will go. Type&lt;br /&gt;
&lt;br /&gt;
 import bpy&lt;br /&gt;
&lt;br /&gt;
as the first line - that's the Blender PYthon API, the functions we use to tell it what operations to perform.&lt;br /&gt;
&lt;br /&gt;
=== Perform the operations, like recording a macro ===&lt;br /&gt;
&lt;br /&gt;
Now we manually perform the operations we want the script to automate, to get an idea of the underlying Python functions the interface uses. The arguments and output will appear in the top console pane. So, when I duplicate the starter box, move it ten units forwards on Y, then shrink it to .9 on X and Z, I get:&lt;br /&gt;
&lt;br /&gt;
 bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={&amp;quot;linked&amp;quot;:False, &amp;quot;mode&amp;quot;:'TRANSLATION'}, TRANSFORM_OT_translate={&amp;quot;value&amp;quot;:(0, 0, 0), &amp;quot;constraint_axis&amp;quot;:(False, False, False), &lt;br /&gt;
 &amp;quot;constraint_orientation&amp;quot;:'GLOBAL', &amp;quot;mirror&amp;quot;:False, &amp;quot;proportional&amp;quot;:'DISABLED', &amp;quot;proportional_edit_falloff&amp;quot;:'SMOOTH', &amp;quot;proportional_size&amp;quot;:1, &amp;quot;snap&amp;quot;:False, &amp;quot;snap_target&amp;quot;:'CLOSEST',&lt;br /&gt;
 &amp;quot;snap_point&amp;quot;:(0, 0, 0), &amp;quot;snap_align&amp;quot;:False, &amp;quot;snap_normal&amp;quot;:(0, 0, 0), &amp;quot;texture_space&amp;quot;:False, &amp;quot;release_confirm&amp;quot;:False})&lt;br /&gt;
&lt;br /&gt;
 bpy.ops.transform.resize(value=(0.9, 1, 1), constraint_axis=(True, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', &lt;br /&gt;
 proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), texture_space=False, release_confirm=False)&lt;br /&gt;
&lt;br /&gt;
 bpy.ops.transform.resize(value=(1, 1, 0.9), constraint_axis=(False, False, True), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', &lt;br /&gt;
 proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), texture_space=False, release_confirm=False)&lt;br /&gt;
&lt;br /&gt;
=== Test ===&lt;br /&gt;
&lt;br /&gt;
Copy those three statements from the top pane by right-clicking on each, then hitting ctrl-c. Paste them with ctrl-v just after the 'import bpy' statement. Congratulations, you've just written a Blender Python script :-)&lt;br /&gt;
&lt;br /&gt;
Hit 'Run script' below and you'll note that it works, apart from failing to move the object along Y. By looking at the 0.9 arguments to the resizes, we can work out that the second dimension represents Y (figures... X, Y and Z), so we try putting (0,10,0) in as the first part of the second argument of the duplicate_move function. We also reason that the second transform_resize statement is redundant - shrinking with different function calls for each axis might not do any harm, but it's needlessly messy. A little experimentation establishes that as long as we set the constraint_axis arguments to false, we can feed in values for any axis. Test it again, and it works!&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
import bpy&lt;br /&gt;
&lt;br /&gt;
bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={&amp;quot;linked&amp;quot;:False, &amp;quot;mode&amp;quot;:'TRANSLATION'}, TRANSFORM_OT_translate={&amp;quot;value&amp;quot;:(0, 10, 0), &amp;quot;constraint_axis&amp;quot;:(False, False, False), &amp;quot;constraint_orientation&amp;quot;:'GLOBAL', &amp;quot;mirror&amp;quot;:False, &amp;quot;proportional&amp;quot;:'DISABLED', &amp;quot;proportional_edit_falloff&amp;quot;:'SMOOTH', &amp;quot;proportional_size&amp;quot;:1, &amp;quot;snap&amp;quot;:False, &amp;quot;snap_target&amp;quot;:'CLOSEST', &amp;quot;snap_point&amp;quot;:(0, 0, 0), &amp;quot;snap_align&amp;quot;:False, &amp;quot;snap_normal&amp;quot;:(0, 0, 0), &amp;quot;texture_space&amp;quot;:False, &amp;quot;release_confirm&amp;quot;:False})&lt;br /&gt;
bpy.ops.transform.resize(value=(0.9, 1, 0.9), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), texture_space=False, release_confirm=False)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Using a loop ===&lt;br /&gt;
&lt;br /&gt;
If you want to do something a fixed number of times, it's straightforward with a 'For loop'. A little googling on Python for loops should find you some tutorials, but this is the basic setup. 'i' is an iterator, and will go through each value in the range 1 - 10. You can use it in expressions, like &amp;quot;i * 15 - 100&amp;quot;, to generate other values.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
import bpy&lt;br /&gt;
&lt;br /&gt;
for i in range (1, 10):&lt;br /&gt;
    bpy.ops.object.duplicate_move(OBJECT_OT_duplicate={&amp;quot;linked&amp;quot;:False, &amp;quot;mode&amp;quot;:'TRANSLATION'}, TRANSFORM_OT_translate={&amp;quot;value&amp;quot;:(0, 10, 0), &amp;quot;constraint_axis&amp;quot;:(False, False, False), &amp;quot;constraint_orientation&amp;quot;:'GLOBAL', &amp;quot;mirror&amp;quot;:False, &amp;quot;proportional&amp;quot;:'DISABLED', &amp;quot;proportional_edit_falloff&amp;quot;:'SMOOTH', &amp;quot;proportional_size&amp;quot;:1, &amp;quot;snap&amp;quot;:False, &amp;quot;snap_target&amp;quot;:'CLOSEST', &amp;quot;snap_point&amp;quot;:(0, 0, 0), &amp;quot;snap_align&amp;quot;:False, &amp;quot;snap_normal&amp;quot;:(0, 0, 0), &amp;quot;texture_space&amp;quot;:False, &amp;quot;release_confirm&amp;quot;:False})&lt;br /&gt;
    bpy.ops.transform.resize(value=(0.9, 1, 0.9), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), texture_space=False, release_confirm=False)&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Moving on... ==&lt;br /&gt;
&lt;br /&gt;
Through a similar process - working out what the interface is doing when you click the buttons, then sticking it together into primitive scripts, and a bit of fiddling to get it going - you'll soon be Blending much faster.&lt;br /&gt;
&lt;br /&gt;
== Links and tutorials ==&lt;br /&gt;
&lt;br /&gt;
* http://www.blender.org/documentation/blender_python_api_2_65a_release/ - the 2.65 API manual&lt;br /&gt;
* http://cgcookie.com/blender/2011/08/26/introduction-to-scripting-with-python-in-blender/ - skip ~27 minutes&lt;br /&gt;
* http://www.youtube.com/watch?v=1OePNW34-z4&lt;br /&gt;
* https://www.youtube.com/watch?v=ALfl4tebiQM&amp;amp;list=PLMYtDzby1wdY3NMM07u9tV0eCJ1HM-llM&lt;br /&gt;
&lt;br /&gt;
[[Category:Blender]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1160</id>
		<title>Cutaway panels in GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1160"/>
		<updated>2013-03-15T09:22:17Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The outline ==&lt;br /&gt;
&lt;br /&gt;
Draw your outline in another program - GIMP isn't really suited to this. LibreCAD is pretty good, Inkscape would also work. You're going to use it for selections, so make sure all the lines meet up. Leave a border - you can trim it off later if you don't want to include it in the final texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.cad.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Import the file into GIMP. Duplicate the layer, and erase any stray lines that shouldn't be visible (useful to keep an intact backup, so you can still select the full shape of any component easily).&lt;br /&gt;
&lt;br /&gt;
Once done, if you have a black or white background, turn it transparent with 'Colours' -&amp;gt; 'Colour to alpha'. You might want to create a blank black or white layer to put behind your outline as an editing aid to make the lines stand out. &lt;br /&gt;
&lt;br /&gt;
== Defining paths ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.paths.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use 'Fuzzy select' (Shift + left click to add to selection) to select a group of components that you imagine should be of the same height. In the 'Paths' dialogue, select 'Selection to Path'. Repeat, until you have a path for each height group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drawing shadows ==&lt;br /&gt;
&lt;br /&gt;
First, set the parameters for the 'Airbrush' tool so it looks like a shadow, something like black at 60 - 80% opacity, with a round brush set at a little over double the size you really want. Create and activate a new transparent layer. Select a height group's path, and choose 'Path to Selection'. Select a path for a higher up height group, and choose 'Paint along the path' -&amp;gt; 'Stroke with a paint tool' in the 'Paths' dialogue. Choose 'Airbrush' and hit 'Stroke'.&lt;br /&gt;
&lt;br /&gt;
As you can see, you've projected a shadow from one height group onto another. By adjusting opacity and width for different combinations, you can create a consistent, and reasonably convincing illusion of depth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.shadows.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Angled surfaces ===&lt;br /&gt;
&lt;br /&gt;
If you have a surface which is supposed to be angled, you'll need to create a separate layer for it's shadow. Draw a shadow on it using the same method. Right click on the layer in the 'Layers' dialogue, and choose 'Add Layer Mask' -&amp;gt; 'White'. Now draw a dark to light gradient across the surface, the dark part being the area of shadow you want to remove. Right click on the layer and choose 'Show Layer Mask' to view it. Play around with the colours, position, offset and layer opacity till it looks right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.mask.png]]&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
&lt;br /&gt;
Add texture layers beneath your shadows, and you're done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.texture.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Cutaway.panels.paths.png&amp;diff=1159</id>
		<title>File:Cutaway.panels.paths.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Cutaway.panels.paths.png&amp;diff=1159"/>
		<updated>2013-03-15T09:21:50Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: uploaded a new version of &amp;amp;quot;File:Cutaway.panels.paths.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1157</id>
		<title>Cutaway panels in GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1157"/>
		<updated>2013-03-15T00:12:58Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* Angled surfaces */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The outline ==&lt;br /&gt;
&lt;br /&gt;
Draw your outline in another program - GIMP isn't really suited to this. LibreCAD is pretty good, Inkscape would also work. You're going to use it for selections, so make sure all the lines meet up. Leave a border - you can trim it off later if you don't want to include it in the final texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.cad.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Import the file into GIMP. Duplicate the layer, and erase any stray lines that shouldn't be visible (useful to keep an intact backup, so you can still select the full shape of any component easily).&lt;br /&gt;
&lt;br /&gt;
Once done, if you have a black or white background, turn it transparent with 'Colours' -&amp;gt; 'Colour to alpha'. You might want to create a blank black or white layer to put behind your outline as an editing aid to make the lines stand out. &lt;br /&gt;
&lt;br /&gt;
== Defining paths ==&lt;br /&gt;
&lt;br /&gt;
Use 'Fuzzy select' (Shift + left click to add to selection) to select a group of components that you imagine should be of the same height.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.paths.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the 'Paths' dialogue, select 'Selection to Path'. Repeat, until you have a path for each height group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drawing shadows ==&lt;br /&gt;
&lt;br /&gt;
First, set the parameters for the 'Airbrush' tool so it looks like a shadow, something like black at 60 - 80% opacity, with a round brush set at a little over double the size you really want. Create and activate a new transparent layer. Select a height group's path, and choose 'Path to Selection'. Select a path for a higher up height group, and choose 'Paint along the path' -&amp;gt; 'Stroke with a paint tool' in the 'Paths' dialogue. Choose 'Airbrush' and hit 'Stroke'.&lt;br /&gt;
&lt;br /&gt;
As you can see, you've projected a shadow from one height group onto another. By adjusting opacity and width for different combinations, you can create a consistent, and reasonably convincing illusion of depth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.shadows.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Angled surfaces ===&lt;br /&gt;
&lt;br /&gt;
If you have a surface which is supposed to be angled, you'll need to create a separate layer for it's shadow. Draw a shadow on it using the same method. Right click on the layer in the 'Layers' dialogue, and choose 'Add Layer Mask' -&amp;gt; 'White'. Now draw a dark to light gradient across the surface, the dark part being the area of shadow you want to remove. Right click on the layer and choose 'Show Layer Mask' to view it. Play around with the colours, position, offset and layer opacity till it looks right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.mask.png]]&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
&lt;br /&gt;
Add texture layers beneath your shadows, and you're done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.texture.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1156</id>
		<title>Cutaway panels in GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1156"/>
		<updated>2013-03-15T00:00:50Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* Drawing shadows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The outline ==&lt;br /&gt;
&lt;br /&gt;
Draw your outline in another program - GIMP isn't really suited to this. LibreCAD is pretty good, Inkscape would also work. You're going to use it for selections, so make sure all the lines meet up. Leave a border - you can trim it off later if you don't want to include it in the final texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.cad.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Import the file into GIMP. Duplicate the layer, and erase any stray lines that shouldn't be visible (useful to keep an intact backup, so you can still select the full shape of any component easily).&lt;br /&gt;
&lt;br /&gt;
Once done, if you have a black or white background, turn it transparent with 'Colours' -&amp;gt; 'Colour to alpha'. You might want to create a blank black or white layer to put behind your outline as an editing aid to make the lines stand out. &lt;br /&gt;
&lt;br /&gt;
== Defining paths ==&lt;br /&gt;
&lt;br /&gt;
Use 'Fuzzy select' (Shift + left click to add to selection) to select a group of components that you imagine should be of the same height.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.paths.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the 'Paths' dialogue, select 'Selection to Path'. Repeat, until you have a path for each height group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drawing shadows ==&lt;br /&gt;
&lt;br /&gt;
First, set the parameters for the 'Airbrush' tool so it looks like a shadow, something like black at 60 - 80% opacity, with a round brush set at a little over double the size you really want. Create and activate a new transparent layer. Select a height group's path, and choose 'Path to Selection'. Select a path for a higher up height group, and choose 'Paint along the path' -&amp;gt; 'Stroke with a paint tool' in the 'Paths' dialogue. Choose 'Airbrush' and hit 'Stroke'.&lt;br /&gt;
&lt;br /&gt;
As you can see, you've projected a shadow from one height group onto another. By adjusting opacity and width for different combinations, you can create a consistent, and reasonably convincing illusion of depth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.shadows.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Angled surfaces ===&lt;br /&gt;
&lt;br /&gt;
If you have a surface which is supposed to be angled, you'll need to create a separate layer for it. Right click on it in the 'Layers' dialogue, and choose 'Add Layer Mask' -&amp;gt; 'White'. Now draw a dark to light gradient across the surface, the dark part being the area of shadow you want to remove. Right click on the layer and choose 'Show Layer Mask' to view it. Play around with the colours, position, offset and layer opacity till it looks right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.mask.png]]&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
&lt;br /&gt;
Add texture layers beneath your shadows, and you're done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.texture.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1155</id>
		<title>Cutaway panels in GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1155"/>
		<updated>2013-03-14T23:58:43Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: /* Drawing shadows */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The outline ==&lt;br /&gt;
&lt;br /&gt;
Draw your outline in another program - GIMP isn't really suited to this. LibreCAD is pretty good, Inkscape would also work. You're going to use it for selections, so make sure all the lines meet up. Leave a border - you can trim it off later if you don't want to include it in the final texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.cad.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Import the file into GIMP. Duplicate the layer, and erase any stray lines that shouldn't be visible (useful to keep an intact backup, so you can still select the full shape of any component easily).&lt;br /&gt;
&lt;br /&gt;
Once done, if you have a black or white background, turn it transparent with 'Colours' -&amp;gt; 'Colour to alpha'. You might want to create a blank black or white layer to put behind your outline as an editing aid to make the lines stand out. &lt;br /&gt;
&lt;br /&gt;
== Defining paths ==&lt;br /&gt;
&lt;br /&gt;
Use 'Fuzzy select' (Shift + left click to add to selection) to select a group of components that you imagine should be of the same height.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.paths.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the 'Paths' dialogue, select 'Selection to Path'. Repeat, until you have a path for each height group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drawing shadows ==&lt;br /&gt;
&lt;br /&gt;
First, set the parameters for the 'Airbrush' tool so it looks like a shadow, something like black at 60 - 80% opacity, with a round brush set at a little over double the size you really want. Create and activate a new transparent layer. Select a height group's path, and choose 'Path to Selection'. Select a path for a higher up height group, and choose 'Paint along the path' -&amp;gt; 'Stroke with a paint tool' in the 'Paths' dialogue. Choose 'Airbrush' and hit 'Stroke'.&lt;br /&gt;
&lt;br /&gt;
As you can see, you've projected a shadow from one height group onto another. By going using different opacities and widths for different combinations, you can create a reasonable and consistent looking illusion of depth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.shadows.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Angled surfaces ===&lt;br /&gt;
&lt;br /&gt;
If you have a surface which is supposed to be angled, you'll need to create a separate layer for it. Right click on it in the 'Layers' dialogue, and choose 'Add Layer Mask' -&amp;gt; 'White'. Now draw a dark to light gradient across the surface, the dark part being the area of shadow you want to remove. Right click on the layer and choose 'Show Layer Mask' to view it. Play around with the colours, position, offset and layer opacity till it looks right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.mask.png]]&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
&lt;br /&gt;
Add texture layers beneath your shadows, and you're done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.texture.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Cutaway.panels.texture.png&amp;diff=1154</id>
		<title>File:Cutaway.panels.texture.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Cutaway.panels.texture.png&amp;diff=1154"/>
		<updated>2013-03-14T23:53:03Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1153</id>
		<title>Cutaway panels in GIMP</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=Cutaway_panels_in_GIMP&amp;diff=1153"/>
		<updated>2013-03-14T23:52:47Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The outline ==&lt;br /&gt;
&lt;br /&gt;
Draw your outline in another program - GIMP isn't really suited to this. LibreCAD is pretty good, Inkscape would also work. You're going to use it for selections, so make sure all the lines meet up. Leave a border - you can trim it off later if you don't want to include it in the final texture.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.cad.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Import the file into GIMP. Duplicate the layer, and erase any stray lines that shouldn't be visible (useful to keep an intact backup, so you can still select the full shape of any component easily).&lt;br /&gt;
&lt;br /&gt;
Once done, if you have a black or white background, turn it transparent with 'Colours' -&amp;gt; 'Colour to alpha'. You might want to create a blank black or white layer to put behind your outline as an editing aid to make the lines stand out. &lt;br /&gt;
&lt;br /&gt;
== Defining paths ==&lt;br /&gt;
&lt;br /&gt;
Use 'Fuzzy select' (Shift + left click to add to selection) to select a group of components that you imagine should be of the same height.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.paths.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the 'Paths' dialogue, select 'Selection to Path'. Repeat, until you have a path for each height group.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Drawing shadows ==&lt;br /&gt;
&lt;br /&gt;
First, set the parameters for the 'Airbrush' tool so it looks like a shadow, something like black at 60 - 80% opacity, with a round brush set at a little over double the size you really want. Create and activate a new transparent layer. Select a height group's path, and choose 'Path to Selection'. Select a path for a higher up height group, and choose 'Paint along the path' -&amp;gt; 'Stroke with a paint tool' in the 'Layers' dialogue. Choose 'Airbrush' and hit 'Stroke'.&lt;br /&gt;
&lt;br /&gt;
As you can see, you've projected a shadow from one height group onto another. By going using different opacities and widths for different combinations, you can create a reasonable and consistent looking illusion of depth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.shadows.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Angled surfaces ===&lt;br /&gt;
&lt;br /&gt;
If you have a surface which is supposed to be angled, you'll need to create a separate layer for it. Right click on it in the 'Layers' dialogue, and choose 'Add Layer Mask' -&amp;gt; 'White'. Now draw a dark to light gradient across the surface, the dark part being the area of shadow you want to remove. Right click on the layer and choose 'Show Layer Mask' to view it. Play around with the colours, position, offset and layer opacity till it looks right.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.mask.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
&lt;br /&gt;
Add texture layers beneath your shadows, and you're done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Cutaway.panels.texture.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:GIMP]]&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Cutaway.panels.mask.png&amp;diff=1150</id>
		<title>File:Cutaway.panels.mask.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Cutaway.panels.mask.png&amp;diff=1150"/>
		<updated>2013-03-14T23:19:51Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.pioneerspacesim.net/index.php?title=File:Cutaway.panels.shadows.png&amp;diff=1149</id>
		<title>File:Cutaway.panels.shadows.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.pioneerspacesim.net/index.php?title=File:Cutaway.panels.shadows.png&amp;diff=1149"/>
		<updated>2013-03-14T22:53:22Z</updated>

		<summary type="html">&lt;p&gt;Mikehgentry: uploaded a new version of &amp;amp;quot;File:Cutaway.panels.shadows.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mikehgentry</name></author>
		
	</entry>
</feed>