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3DTroop Transport

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  • StarriggerStarrigger323 Posts: 651Member
    edited September 2022 #542
    Tinkering around with Blender and Importing my Sketchup models

    23xdfpsu0z4n.png

    ywddlf244ctb.png

    z8bxg0et3ac2.png

    The last image is of the Personnel Drop Pods, each one can carry 12 people to the surface.
    SCE2Aux wrote: »
    ... Supply Ship render has a starfield background plate that a bit is brighter than the darkest shadows on the model, which I feel detracts from the realism a bit... I'd love to see more of that supply ship!

    Agreed, darkened up the starfield.
    Post edited by Starrigger on
    Lizzy777ashleytingerStarCruiserwibblescifieric
    Come on over to my place CGI Worlds
  • StarriggerStarrigger323 Posts: 651Member
    A couple more

    j7f23yfbsu36.png

    fpb35hk8xebz.png

    4puga5z0p02m.png


    Lizzy777srspicerStarCruiserwibblescifieric
    Come on over to my place CGI Worlds
  • BlueNeumannBlueNeumann536 Posts: 1,230Member
    These are awesome ,look like old fashioned model shots.
    Starriggerscifieric
  • StarriggerStarrigger323 Posts: 651Member
    Working on the frame texture

    4qisgpqsbjya.png
    Lizzy777StarCruiserwibblescifieric
    Come on over to my place CGI Worlds
  • StarriggerStarrigger323 Posts: 651Member
    Close up

    dttmalwblfvj.png
    Lizzy777StarCruiserpubliusrwibblescifiericashleytinger
    Come on over to my place CGI Worlds
  • StarriggerStarrigger323 Posts: 651Member
    More work on the Material..
    Currently trying to construct an edge detection module group that detects inside and outside edges separately and works well in both EEVEE and CYCLES. I am very close.

    My tests from both EEVEE (3sec render) and CYCLES (30 min render) with procedural edge wear.

    CYCLES:
    l4en8isx68og.png


    EEVEE:
    6okz46ymr27w.png


    Initial verdict..
    Best overall look - Cycles

    Best handling of AO - EEVEE

    Eevee was able to recognize that when there were objects next to each other to not include AO, I have not found a way to remove AO like that in Cycles yet, any thoughts appreciated.

    I have seen several ways to detect edges in Blender but this way seems to be quite effective.
    If anyone is interested in the node tree, let me know.


    Lizzy777wibbleStarCruiserscifieric
    Come on over to my place CGI Worlds
  • wibblewibble854 Weimar, GermanyPosts: 409Member
    Starrigger wrote: »
    If anyone is interested in the node tree, let me know.

    I'm very much interested.
    Starriggerscifieric
  • StarriggerStarrigger323 Posts: 651Member
    edited September 2022 #549
    Using Blender 3.2

    AO needs to be set for this to work in Eevee render mode

    j11nktczc9a4.png

    Edges Group
    egzsusov97d1.png

    Inputs and Outputs:

    Inputs
    • Radius is the size of the edge wear 0 to 100 0 = no wear 100 = widest wear
    • Noise is the amount of noise you want to add to the edges
    • Grad(ient) Outside is the amount of blending applied to the outside edges - 0 is the most blended (no edge wear) 10 is the sharpest edge wear
    • Grad(ient) Inside is the amount of blending applied to the inside edges - 0 is the most blended (no edge wear) 10 is the sharpest edge wear
    • Surf(ace) Noise is a tool to add additional random wear to a mesh. It's not needed but I felt it was nice to wrap all of it up

    Outputs
    • Outside Mask for outside edges
    • Inside + Outside Mask that has both edge types - perhaps for screw and bolt threads that has similar wear
    • Inside Mask for Inside edges
    • Noise Mask for allover random surface wear

    Tree (part I)
    l9iux42nh83j.png

    Tree (part II)
    il0x97hqi5yi.png

    Entire Tree
    nsdtl1b94b1w.png


    Parts list (Nodes):
    • Noise Texture (1)
    • Musgrave Texture (1)
    • Math (4) set to Multiply
    • Ambient Occlusion (2)
    • ColorRamp (1)
    • Invert (3)
    • Mix (1)

    Here it is hooked up:
    t33o754psy0y.png

    Producing these two without modifying when I switch over to Eevee from Cycles

    Cycles viewport:
    clapdgjr6ruq.png

    Eevee viewport:
    qgtjnt8b2q73.png

    Post edited by Starrigger on
    Lizzy777scifieric
    Come on over to my place CGI Worlds
  • wibblewibble854 Weimar, GermanyPosts: 409Member
    Thank you for sharing.
    Starriggerscifieric
  • StarriggerStarrigger323 Posts: 651Member
    wibble wrote: »
    Thank you for sharing.

    You are very welcome.
    scifieric
    Come on over to my place CGI Worlds
  • StarriggerStarrigger323 Posts: 651Member
    Reconfiguring the Hauler, a little more usable then the original.

    3qp1p860orz8.png

    w2axvfhhx55v.png

    sb9igo28ytui.png
    wibbleevil_genius_180StarCruiserLizzy777srspicerscifieric
    Come on over to my place CGI Worlds
  • BlueNeumannBlueNeumann536 Posts: 1,230Member
    "Okay, okay, gimme a hand, I need you to lift me up to the door."

    Otherwise looks solid, nice to see you around.
    scifieric
  • publiusrpubliusr502 Posts: 1,680Member
    I see this in the same world as THE BLACK HOLE
    scifieric
  • StarriggerStarrigger323 Posts: 651Member
    That would be interesting publiusr...

    Blue, I'm surprised you cant jump that high..

    Does this help? The bottom section drops down another 2 - 3 feet.

    xwuw0z9o6ge3.png
    Lizzy777StarCruisersrspicerscifieric
    Come on over to my place CGI Worlds
  • BlueNeumannBlueNeumann536 Posts: 1,230Member
    498d540f-e2cf-4dee-9af7-f225c4034f6c_text.gif

    Okay, that ladder works well. I like how there's two levels of it as well.
    scifieric
  • StarriggerStarrigger323 Posts: 651Member
    Some new stuff... Still playing with importing into Blender

    febjdrlubh41.png

    hjgikzo8sdww.png

    zprdpa7xcmaw.png
    scifiericashleytingerStarCruiserLizzy777wibble
    Come on over to my place CGI Worlds
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