Making your first ship from scratch

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Creating a ship for Pioneer, step by step.

Overview

This step by step tutorial is intended to guide contributors trough the process of modeling, texturing and setting up a ship, and then putting it into Pioneer. It won't cover advanced modeling or design questions, but will show the basics and some good practices. Working knowledge of the basic handling of Blender, GIMP and Inkscape, or equivalents is assumed. Note that this article isn't intended to be a tutorial on these tools.

Software

We will use the following tools:

You can also use any other program you are familiar with. They need to be able to handle some formats like Collada (.dae) for models, .png and DDS texture format for textures.

Folder structure

It's important to have a good structure for your source materials. It makes life easier both for you and anybody else who needs to work on your creation later. I do it this way for example:

  • Ship name/
    • /ship.blend - I usually put the .blend file on the main folder of the ship.
    • /sketches - I put any drawings and sketches, brief, description to this folder.
    • /textures_src - Texture source files, like Inkscape or GIMP project files, and any exported layer or maps such as AO goes here. More on these later.
    • /textures - The final texture files go here.
    • /preview - Preview renders and WIP-s go here.

It's also useful to have and stick to a naming convention, but more on that later.

Sketching

This is not really a technical thing, but a good practice when you are working on assets intended into official Pioneer. First step is to visualize any idea before you dive into modeling. It's easier to try different things, proportions, shapes and such, or to get feedback before you sink hours into something that turns out to be a dead end. The nice thing about these is that they don't need to be pretty. You can doodle something with a ball point pen, or put some primitive shapes together in 3D. Checking the silhouettes is also a good idea, since that is what our eyes notice first. You can find a bunch of thumbnail sketches on the dev forums.

Modeling

Coordinates and transformations

Pioneer uses Y as the longitudinal axis of the ship, X for left-right and Z for up-down. You need to align your ship with this in mind.

01 axis.png

The scale of any object should be 1 on all axes to avoid problems and distortions. This is a very important thing, so don't forget to Apply (freeze) it (ctrl+a -> Scale in Blender, Object mode). You can also clear any object scaling with alt+s. Rotation and position can be anything that makes sense while you work on the model.

Modeling

Let's go trough modeling a very simple ship model to show some useful things. It will be improvised without any real sketch though. The aim is to show some modeling techniques.