Awry_Chaos
OKB-4155
... And so it begins ...
Welcome to the the design thread for the card/paper model of the SA-43 Hammerhead Fighter from the late-1990s TV show SPACE: ABOVE AND BEYOND!!!
This design was requested by @Rhaven Blaack . And after giving it a quick thought, I decided to take up the challenge of designing my first card model. This thread will serve as documentation of the design process, and will serve as a tutorial for future card model designers. It will also help me to keep my thoughts in one place, a design notebook of sorts.
For designing the card model I will be using Blender 2.93.6
Blender is a free and open-source program for 3D modeling and animation. The key words here are "FREE" and "OPEN SOURCE." That does not mean, however, that it makes it any easier to design a card model, just that I've chosen a certain tool with its own features and quirks (love them or hate them).
The first step in the process was to gather my reference. I will be using CG renders provided by the website, ByYourCommand.net, a website dedicated to the fandoms of Battlestar Galactica, Buck Rogers, and other TV shows such as Space: Above and Beyond.
I owe @Revell-Fan and @Rhaven Blaack a debt of gratitude for pointing out the website to me. Thank you guys, you're awesome!!!
After downloading the CG renders and reference I made sure the different orthogonal views were matched up so I could use them in Blender to model from.
Then i added the trusty cube mesh from which I will model the Hammerhead. The two attached images show this.
***
My workflow will look something like this:
1) Model a 3D mesh of the Hammerhead Fighter in Blender blocking out the main shapes and refining details as necessary.
2) UV unwrap the model, getting a basic template from which I can develop the card model template.
3) Build an alpha prototype from the card model template, noting what fits together and what does not fit together.
4) Revise the card model template and start texturing the model.
5) Build another alpha prototype incorporating and necessary changes.
6) Revise the model's textures as necessary, and release alpha-build to testers for beta-testing.
7) After beta-testing is complete, make any revisions to card template and model textures.
8) Release to the Resource section here on Zealot.
***
Please let me know if you have any questions or would like to be a beta-tester.
THANK YOU and I hope you enjoy this thread!!!
Welcome to the the design thread for the card/paper model of the SA-43 Hammerhead Fighter from the late-1990s TV show SPACE: ABOVE AND BEYOND!!!
This design was requested by @Rhaven Blaack . And after giving it a quick thought, I decided to take up the challenge of designing my first card model. This thread will serve as documentation of the design process, and will serve as a tutorial for future card model designers. It will also help me to keep my thoughts in one place, a design notebook of sorts.
For designing the card model I will be using Blender 2.93.6
Blender is a free and open-source program for 3D modeling and animation. The key words here are "FREE" and "OPEN SOURCE." That does not mean, however, that it makes it any easier to design a card model, just that I've chosen a certain tool with its own features and quirks (love them or hate them).
The first step in the process was to gather my reference. I will be using CG renders provided by the website, ByYourCommand.net, a website dedicated to the fandoms of Battlestar Galactica, Buck Rogers, and other TV shows such as Space: Above and Beyond.
I owe @Revell-Fan and @Rhaven Blaack a debt of gratitude for pointing out the website to me. Thank you guys, you're awesome!!!
After downloading the CG renders and reference I made sure the different orthogonal views were matched up so I could use them in Blender to model from.
Then i added the trusty cube mesh from which I will model the Hammerhead. The two attached images show this.
***
My workflow will look something like this:
1) Model a 3D mesh of the Hammerhead Fighter in Blender blocking out the main shapes and refining details as necessary.
2) UV unwrap the model, getting a basic template from which I can develop the card model template.
3) Build an alpha prototype from the card model template, noting what fits together and what does not fit together.
4) Revise the card model template and start texturing the model.
5) Build another alpha prototype incorporating and necessary changes.
6) Revise the model's textures as necessary, and release alpha-build to testers for beta-testing.
7) After beta-testing is complete, make any revisions to card template and model textures.
8) Release to the Resource section here on Zealot.
***
Please let me know if you have any questions or would like to be a beta-tester.
THANK YOU and I hope you enjoy this thread!!!