Tag Archives: Blender

I’ll have a P please Blender

Today I was making a cute little spaceperson for the inside of my spaceship. I wanted to make sure that they were the same size as the pilot, who is already attached to the mesh. So I duplicated him, and then realised that I would have to split him away from the spaceship mesh to [...]

Magic Hour look for Spaceship mesh, in Blender 2.5

I’ve been messing about with the lighting in my Blender spaceship scene. I’ve now got a nice purple light coming in at the model horizontally, as though it is just climbing over a planet’s horizon, someplace in the outer reaches of the Vega Strike game universe. The magic hour look. Or at least that’s the [...]

What can I do today to sabotage my 3D productivity

As Blender is free, and I have never tried any of the proprietary alternatives, I am always wondering how well Blender really stacks up against the competition. I found this comparison table of 3D applications as I was searching for some kind of reassurance on this issue. Of course I should be modelling instead, but [...]

High? polycount spaceship, Blender

I’ve been wondering what the polycount on my spaceship model is for quite some time. Today Morpheus (a member at sci-fi meshes – where I’ve posted a couple of renders of this model as a work in progress) asked my polycount and prompted me to act. After a bit of Googling I found out that [...]

Spaceship Engines, not real ones, 3D ones for games

My spaceship (the one I’m creating for *Vega Strike (whether it ever ends up being used there or not, it sure is fun designing it)) is intended to be *Andolian. As you can see in this part of the design thread for my spaceship on the game site forums, there has been a very beautiful [...]

Latest pics of 3D game spaceship mesh as it hits 2 month mark

This Blog has been telling the story of this 3D mesh in Blender for two months now. That sounds like a lot of time, but I’ve only been able to work less than every other day, and only for a few hours at a time. The amount of work that goes into every little change [...]

Vertex in the wrong place on your 3D mesh? Just snap, dot and scale to slide it.

In the months I’ve spent getting to grips with Blender the free 3D modeling suite I had long assumed that once you left the x, y, z orientation you had to place vertexes by hand because you can’t lock the direction of movement anymore, turns out I was wrong. The edge of the wing on [...]

My new 3D game freezes too, grrr! Back to Blender.

As I told you in my last post I just downloaded a new space simulation game. I downloaded a game called NAEV because it is supposed to be a 2D game, unlike all the other space exploration games which tend to be 3D. I chose the 2D option because the graphics card in my laptop [...]

Giving up on 3D games – I’m going 2D

I’m reluctantly giving up on 3D games. With the rubbish gfx card in my laptop I just can’t play any game that requires the drawing of 3D objects. I can model 3D items for use in games using Blender, I’m working on this spaceship for Vega Strike right now, but I can’t play the game [...]

Blender’s pleasant distractions and games-based procrastination

I’m trying to think about my sometimes-seemingly-never-ending work on this spaceship from a new paradigm. Instead of simply smoothing the mesh and fixing it, I’m enriching it. Each change I make is an improvement, adding finish and detail to make the model – when it one-day gets finished – more interesting. Right now I’m working [...]