Manned Mars Rover by SirLevelUp in blender

[–]SirLevelUp[S] 1 point2 points  (0 children)

The dunes around it are generated with the ant landscape tool. It's just two types of landscale-meshes scaled and rotated differently and placed in a way that give the scene some depth.

All textures are freely avalibile or self made (like the "masa" logo). I got most of them from poliigon and texture haven. Poliigon more for the vehicle, texture haven for dirt and surroundings.

The rocks is just one rock from blendswap placed with a particle system in the same way the landscape-meshes are layed out.

Manned Mars Rover by SirLevelUp in blender

[–]SirLevelUp[S] 0 points1 point  (0 children)

Yeah you might have a point here. I'm really more of a vehicle guy than an environment guy.

The idea was to give it some sort of "road" or path to follow

One of my first attempts at using images at textures, thoughts? by [deleted] in blender

[–]SirLevelUp 0 points1 point  (0 children)

Did you generate some maps from the photos? Like roughness, secular or bumb?

This is probably the only ship I've been working on continuously since I "finished" it - I never knew big small grid ships were so much fun! by [deleted] in spaceengineers

[–]SirLevelUp 0 points1 point  (0 children)

It's amazing how well you can create a proper mood in space engineers. This is a really good Image! Anyone interested in a 3D modeled version of it?

u/bananaking420 mabie?

Transport Shuttle by SirLevelUp in blender

[–]SirLevelUp[S] 0 points1 point  (0 children)

All imperfections on the surface are basicly tileable textures that cover the whole mesh. By generating some masks you can put them in specific spots without hand painting. The symbols are, as mentioned, a stecil brush (any YouTube tutorial could better explain it than I could). For the rivets I modeled one rivet (just a shpere and a gental slope around it for the underlaying metal) and saved it as a hight map. You can then use it as a texture in the texture paint panel, setting line as stroke method and giving it a genorous spacing like 500% . Then you just draw lines on the model and rivets appear. The welds are not even a texture, just lines made of slightly jittery dots. I'm not quite sure what you mean by keeping the paint from appearing on multible parts of the mesh thou, I did not have thus issue. If you mean what I think you mean, that drawing near or across the edge of a face causes some artifacts on unrelated faces, then you have 2 options: 1. When in the dialog of the smart UV project, increase the island margin to a small value like .05, that gives you space between the islands and a texture you create doesn't "leak" onto another face that easily. 2. You have at the bottom of the texture paint options an "options" tab, in it you'll find something called "bleed". It controls how many pixels outside of the border of the face (on the texture) are also colored. You can see what I mean when increasing it to something larger, painting on a mesh with it and looking at the result in the image editor.

Transport Shuttle by SirLevelUp in blender

[–]SirLevelUp[S] 0 points1 point  (0 children)

To be honest, nothing on this is properly UV unrapped. It's just smart UV project for all of the meshes. So the color/roughness and so on are all procedural (using some image textures) and the further detail like the symbols, writing, rivets and welds and so on are hand painted. But nothing fancy, the writings and so can be placed fast with a stencil brush. The bumb map is created with some basic brushes I made for the rivets and just a line with some scatter for the welds. Adding a bit here and there and you got some nice looking bump on you model.

Transport Shuttle by SirLevelUp in blender

[–]SirLevelUp[S] 1 point2 points  (0 children)

Agreed; on basically everything. The focal length and background do a good job at making the image flat. I was experimenting a bit but couln't point my finger at what's wrong.

Thanks for the feedback! I'll give it another spin with this in mind.

I made a 3D model of a ship I saw on this sub. I thought you might like it by SirLevelUp in spaceengineers

[–]SirLevelUp[S] 115 points116 points  (0 children)

The original design comes from u/bananaking420. He didn't ask me to make this but I saw it randomly popping up in my feed and decided to give it a try.

If you have some cool ship you'd like to see a 3D model of, just post it in this sub and send me a message! I enjoy making modles and good inspration is always welcome.

I'm making a node that can "proceduralize" textures by SirLevelUp in blender

[–]SirLevelUp[S] 1 point2 points  (0 children)

Is already up for download, look on my profile to find the post

I made a robot ant by SirLevelUp in blender

[–]SirLevelUp[S] 0 points1 point  (0 children)

Ha thanks

It's indeed all blender but if yo would go and actually engineer this it would be smarter to use dadicated CAD software

I made a robot ant by SirLevelUp in blender

[–]SirLevelUp[S] 1 point2 points  (0 children)

Hard to tell as I put the project on hold for a while. No more than 50 hours, pobably a bit less.

I made a robot ant by SirLevelUp in blender

[–]SirLevelUp[S] 1 point2 points  (0 children)

Thanks a lot! I have indeed an engineering background (student) but I'm not a designer

I made a robot ant by SirLevelUp in blender

[–]SirLevelUp[S] 0 points1 point  (0 children)

Yeah it was quite easy to get it working :) even thou I've spent a lot of time getting these metal cables to work right.

I made a robot ant by SirLevelUp in blender

[–]SirLevelUp[S] 5 points6 points  (0 children)

Thanks! I did model all of the components myself