My Blender Render! (Kororra Class)

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Graham Kennedy
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Re: My Blender Render!

Post by Graham Kennedy »

Today has been spent drawing the big turrets and then wrestling with materials. As I've been drawing a lot of the turrets and other elements in separate files, I've been using fairly random shades of grey for the surfaces with the result that they all mismatched when I brought them together. I've been wrestling with matching them all up. Allegedly, this should be quite easy to do - you should just be able to click on the materials list and change it just like that. I don't know if the program is messing up or me (probably me) but I've found it incredibly difficult. In the end I had to delete the turrets I imported, go back to the original turret file, edit the materials there, then re-import them. Thank god there's only 7 Mark 21 turrets!

Then I had a problem with the power cap. Even though it rendered perfectly when I made it, as you can see above, it suddenly decided that the whole thing glowed violet rather than just the bottoms of the holes. And absolutely nothing I did would change it's mind! In the end I had to resort to drawing a new cap from scratch and re-importing it.

It's frustrating as hell because, as you say, this has all come together shockingly fast - I expected this would take weeks or months, much as you did Teaos. But fast as it's been at least 1/2 the time I've spent on this has been wrestling with how to make simple stuff work the way it's supposed to. And a big chunk of the rest is spent googling "how do you do X in blender" and then watching tutorials on youtube, reading forums etc. If I really knew what I was doing I probably could have done this in a day or two.

Still, one thing about my ships is that many of them have standardised parts - the same turrets and sensors on different ships. So if I go on to do more, that will make things easier!

As for looking cluttered in bits and not in others, bear in mind there's still a lot of stuff to go on the hull. Also bear in mind the ship is three miles long. Those little Mk 2 turrets? Those are almost 500 feet apart...

Anyway, here's the Mark 21 turrets. Note no rifters on them, as explained above. You get a good idea of the scale of the Mk 2, 6 and 21 turrets compared to one another.

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For the next bit, I'm thinking of this. I suspect it will be a tough one to do... or maybe not. Time will tell.

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Re: My Blender Render!

Post by Mikey »

I must tell youhow impressive a job you're doing for someone with as little experience as you have. Not only have you grasped very well the mechanics of doing the rendering, you have adapted it to your own designs very competently (which is not the same thing at all.)
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Re: My Blender Render!

Post by Graham Kennedy »

Aww, thanks! :oops:
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Re: My Blender Render!

Post by Graham Kennedy »

The sensor proved to be quite easy for the most part. By FAR the hardest part was making that little angled pipe thing under the big flat face. No kidding, making the angled kink in the pipe took as long as the entire rest of the object combined.

Small details... also added the gun directors. Essentially specialised scanners that track targets and compute firing solutions for the small guns. Essentially the sci fi version of the old optical rangefinders (and later radar ones). The layout of the optical rangefinder is what inspired the "sensor plate to either side and one in the middle" layout of these. One of the things that make battleships so powerful is that they not only mount large numbers of small guns, but also a lot of directors. A Kororra class can engage 40 targets simultaneously with its 126 Mark 2 turrets. In comparison a destroyer would only have 2 or 3. It will have other, larger directors for the Mark 6's and 21s. They're going to be harder to make, I think, but I am getting a bit more confident about it!

Odd thing about blender, it does RGB numbers for colour, but it scales them on a 0 to 1 scale. Why not do 0 to 255 like everyone else?

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Re: My Blender Render!

Post by Teaos »

I always associate red with the bad guys. So your ship looks evil.
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Re: My Blender Render!

Post by Graham Kennedy »

Teaos wrote:I always associate red with the bad guys. So your ship looks evil.
Exxxxxcellent! :happydevil:

ETA : Slightly more seriously, these aren't Federation starships. They're sci-fi versions of the Iowas, the Bismark, the Tirpitz... there are no science labs, no holodecks... they're built to break things and kill people in huge numbers. They should look evil.
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Re: My Blender Render!

Post by Teaos »

Traditional battleships never really looked evil. The looked industrial and utilitarian. But I do like the red.
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Re: My Blender Render!

Post by Graham Kennedy »

Directors for the Mark 21 cannon. Only four of these, each mounted on the back of the turrets themselves. These were quite tricky to do because of all the curved surfaces. Took a lot of fiddling, and I think there's still a little glitch on the right hand panel.

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Re: My Blender Render!

Post by Graham Kennedy »

Inertial compensators added. These are kind of fiddly, and still need a little work really.

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Re: My Blender Render!

Post by Captain Seafort »

It's coming along nicely. :)

Was the big step up to the aft turret inspired by the Littorios? it reminds me of that design.
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Re: My Blender Render!

Post by Graham Kennedy »

Actually it's purely practical. This gets long and complicated... :)

If you check the 2D pic you posted there are landing runways for the fighters running along the length of the ship. There's also a lot of deck penetration under the turrets. So the forward dorsal turret (A) is placed so that the bottom just clears the landing tubes. The second forward dorsal turret (B) is stepped up to clear the first, and the dorsal aft turret (Y) is placed to be level with the B.

That stepping up leaves a lot of space under the B and Y turrets. The marine barracks is under Y, for easy access to the boat deck which is in the aft dorsal section. A lot of the Navy accommodation is under B.

I've overlaid the Mk 21 turrets and landing tubes on this pic :

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Re: My Blender Render!

Post by Captain Seafort »

Fascinating. Is there a single cubic metre of any of these ships that you haven't got a purpose for? :)
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Re: My Blender Render!

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Captain Seafort wrote:Fascinating. Is there a single cubic metre of any of these ships that you haven't got a purpose for? :)
I believe there's a small cupboard on deck 105 that isn't used at the moment. Though I may put the mops in there... :)

It comes from the way I design the ships. The Kororra was the original design, and a lot of the others are spun off by questions like "what if the FTL drive was in the bow rather than the stern... what if the tower hung underneath rather than on top..." etc. I get a rough idea of what I want the hull to look like, then start thinking of where the internal systems would go. Typically that's quite consistent - so for instance the Coalition always puts the boat deck on the aft dorsal section, always hangs the power system underneath the main hull, always puts the guns fore and aft of that on the ventral side and around the tower on the dorsal side, etc. Often the hull gets tweaked because I need to work in another gun director, or sensor, or whatever. So the hull is fitted around the parts it needs to have. But it also goes the other way too, so for instance if altering the hull to put a giant FTL engine inside would make the design look horrid, I'll make a new model FTL drive that's small enough to fit the hull of that class rather than vice versa.

The upshot is that the internal layout of all the big systems is pretty solid by the time the design is done. But whilst I have places for all the major components like engines, power systems, fuel, weapons, etc, I generally don't design in the small stuff like storage areas, life support systems, computer cores, medical bays, etc. I draw the big ships at 2 pixels to the metre, so stuff like that would just be a blob a few pixels square. Given the scale of the ships there's plenty of space around the big systems that you could work whole building-sized chunks into, so I figure small stuff is just scattered around the place.
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Re: My Blender Render!

Post by Graham Kennedy »

First go at adding the nose. Coming along okay, but it's been incredibly fiddly to do. Also put the running lights on.

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Re: My Blender Render!

Post by Graham Kennedy »

Okay... fun stuff!

A broadside from the Mark 21s...

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A broadside from the Mark 6s...

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A broadside from the Mark 2s...

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And for those who want ultimate dakka... all together now...

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Firing a broadside from every gun should have some kind of name, don't you think?
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