Steve at CGGeek produced a two-part series on modeling a starship destroyer, and these are my results. The most challenging part of the model was practicing clean technique. Small imperfections in my models required me to start over three times. The key concept here is the use of microdisplacement in Blender, a topic Andrew Price discussed in his rope model. Undamped displacement distorted my models. Read more below.
Steve guided me from a standard cube to the draft version you see here. I have included the model, but I encourage you to support Steve through Patreon. He’s the teacher, I’m just the student. So said, see my model here. The spaceship plan and the circuit board image I found with generic search results (DreamTime.com), and the Earth image (beautiful) is from my /Library/Desktop Pictures folder, from Apple.
A good section of my current writing features an aircraft carrier that is also submarine and spacecraft. I timeslice between writing, research, and modeling, mingled with long periods of contented idleness.
Best not to leave all the modeling until the end. The texture mapping used by Steve in the UV image editor reminded me of Andrew’s city building exercise. Modeling requires from me an intense concentration. The quiet is important to focus, whether I’m writing or building silly models. A sample in-progress render, showing materials and UV image adjustments uses an image on a plane as the backdrop, with la puesta del sol as the texture. I snapped this photo in December ’15 as we cruised past Baja Sur on the Veendam.
Click here to download my final model. To allow the particle systems to regenerate, the foam in the waves, the motion of the rigged birds, I typically rewind the Timeline to 0, and then ‘play’ until I find a frame I like. On modest systems, this cycle of queueing up the image to render often takes 2 minutes, or more.