It’s a spaceship, of course!
I’ve been pushing buttons and sliding sliders for a couple of days now, mostly following this tutorial on creating spaceship units for the Vega Strike space simulation game. The end point of the tutorial is a the creation of a wavefront object which can be added directly into the game. I haven’t quite manged that yet, but I have reached an interesting half-way point – an ambient occlusion bake.
An ambient occlusion bake is a way of making realistic shadows, and then gluing them on your model to make it look more believable, to make it easier to sell as a huge 200 ton spaceship – rather than a few insubstantial pixels.
The ao bake makes the spaceship grey all over with a few grimy dirty bits in the corners where shadows collect. It makes the renders look a whole lot more complex and interesting – but it also makes it easier to spot the inevitable little problems with the model. Usually small uneven or badly folded areas in the mesh make shadows where they shouldn’t be, but in the case of my model I’ve manged to tear a hole in the craft’s underbelly – oops!
The engines on the other hand turned out pretty good. I was expecting these to be a disaster area of shading artifacts. One of the rings around the engine looks a little darker than perhaps it should, but I think it looks pretty good.
White lights in the Blender virtual studio reflecting in the smoky grey surface of the ambient occlusion bake make some nice glossy highlights. I suppose I’d better watch out with this effect though – it might look a little to organic for a spaceship intended for a near-future-type space simulation game like Vega Strike.
The shadows in the grooves of the complicated bits of the spaceship – the greebles – really make them pop out. The same effect is achieved on plastic models by washing thin black paint over them which collect in the grooves when it dries (nerdy but interesting, maybe).
I’m going to need to a little more work on this model of course, not least welding it back together on the underside, but eventually I hope to have it all neatly packaged up as a Wavefront object.
In the mean time here is the blend file.





































































