Welcome to the fancy new Scifi-Meshes.com! You old username and password should work. If not, get in touch with staff either here, on Facebook or on Discord.
For a quick summary on what's new, check out this thread.
You should also check out the Community Guidelines here.
You can check out most recent posts here or by clicking the handy links on the top menu or the sidebar.
You can dismiss this message by clicking the little X in the top right corner.
I am almost finished writing my fourth book and I've also been working on the main character's new spaceship for the cover. I have the shape all hammered out so now I can start adding all the small detail, weapons, engines, landing gear ...etc.
A little more progress on the new ship. Still lots of detail to add and I need to decide on a color scheme. This is a private space ship, not a military ship, so I think I want to give it some color instead of military gray. To save myself some time I fit the sub-light thrusters from the battle carrier in the back. I'll make some changes to make them unique to this ship in a bit. Still need to ad the thrust cones for the jet engines and the FTL drive assembly - which I'm still brainstorming on. Anyone have suggestions on the color scheme?
I haven't posted anything or even visited these forums in quite a while. I just finished my fourth book and I am currently rewriting my first three books to improve them and apply what I have learned since writing them. As part of the rewrites I am working on new covers as well. To that end I created two new ships in 3D over the past few weeks. The original battle carrier is 1.5 miles long. The second generation battle carrier is twice the size at 3.0 miles long. The dreadnaught is 4.5 miles long. One thing I learned from making the original covers is don't overdo the detail on the 3D ships because it just doesn't show up. All it does is greatly increase the time it takes to render the final image. Here are a few images of the old and new ships together for comparison, without any special lighting, special effects, texture maps, or environment.