3D Tips on How Star Citizen make their models look AWESOME for Blender

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Uncover the secrets of ship modeling in Blender, using techniques drawn straight from the design of the C2 ship in Star Citizen! 🚀 Dive into the step-by-step breakdown of the exterior and interior designs, discovering the efficient usage of decals and exploring how lighting adds that extra punch.

We'll cover how panel lines are expertly created, the usage of decals in mimicking details, and the simple yet effective material choice for these mammoth vessels. Further, you'll see how tools like Decal Machine and Kit Ops can dramatically improve your workflow, regardless of whether you're working in Unreal Engine 5.2 or Nvidia Omniverse.

Watch till the end to uncover a game-changer about lighting up your 3D scenes, and leave your thoughts in the comments. Want to see another ship breakdown? Let me know which one! Remember to hit the subscribe button for more insights like these

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Hey - One of the Starfab authors here: Excellent breakdown and explanation of how SC models and shades the ships in game!

vmxeo_
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The Artist dev for Star Citizen really are godsend
I love every Anvil Ship, their details are so awesome

Overneed-Belkan-Witch
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More breakdowns like this would be pretty awesome

ghostinhell
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I never knew DecalMachine had a slice function and I've been using it for years now! As a fellow Star Citizen fan (I love the ships stylings) Ive been trying to duplicate some of their meshes using hard surface modeling, which is a bit of a nightmare! Thanks for this video!

jeffdavies
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More breakdowns please! This was great!

localstout
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Breakdowns like this one are good idea. I would also love to see how to transfer the Blender model along with the decals to the game engine.

ANUBIS
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you no joke just solved my problem i am having making my game you legend

CaranT
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Thanks for making this video! I've been watching a lot of Star Citizen gameplay, and I find the Sci-Fi spaceships and props so inspiring. I'd like to try to make some Star Citizen like spaceships. 🚀 👍‍

RyanKingArt
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Just decals with parallax occlusion displacement. What sells it is the parallax occlusion, without it the decals would just look like what they are flat geometry.

solventob
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Using pom and atlas's in unreal is bety tricky. I been trying for weeks to get the details working / looking good

madeeasy
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Can we get more breakdowns on the modelling side of things? I would really love to learn how to model those big beige tube bags that you can see at 5:12

TOC-
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Awesome! Were you able to get the armature animations working?

JacksSpaceGames
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I am finding out and doing the exact same thing with a small personal project I'm working on where I'm learning how to make eevee look like cycles. It's a city scene and a monorail. Decals are surprisingly good at faking detailing and yes, 2 dozen lights in a room is better than only a handful for better shadows, fake ambient occlusion and volumetrics. I love eevee now just as much as cycles but my computer still takes 20 minutes per frame to render in eevee. Oh well...

oneaspiringartist
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really awesome way to design i will pay more atention to use decals

weedniac
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Love it. But im to lazy do so many trim sheets and decals

HDreamzCG
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Hi Markom, do you know any tutorials about material creation with DECAL MACHINE for UNREAL ENGINE?
I have huge problem to find a good tutorial how to do it. I just want basic color and roughness on materials, but I want it to be transferred also on my DECALS AND TRIM SHEETS FROM DECAL MACHINE.

I'm talking only about DECALS FROM DECAL MACHINE, not DECALS made inside UNREAL ENGINE.


I know already how to create DECALS FOR DECAL MACHINE, and work with TRIM SHEETS, and apply them to the model in Blender, and now I just want to send it all to the UNREAL ENGINE, and create SHADER.

Let me explain quickly what I do:
1. I create model with EDGE BEVEL the same weighted technique as STAR CITIZEN uses (So no baking needed, but model does look like with NORMAL MAP, I bet you know what I'm talking about)
2. Then I add decals, and trim sheets.
3. After that, I want to send it to UNREAL ENGINE, and create shader. (I know how to import model to UNREAL ENGINE).

My entire problem is about shader creation with simple roughness on model and decal.
I know that you need two sets of UV, one for color, roughness etc. second UV for DECALS from DECAL MACHINE.

So you create two shaders and blend them with a mask from SUBSTANCE PAINTER, but I think I can learn how to do it from this video, and apply to any basic shader.

This way you can bake normal map, and mask map to blend materials only if it's needed, but at the same time all models will use the same simple roughness material, so you can change colors with instances, and does not bother about baking.

I wonder if you can create procedural roughness in Blender and send it to UNREAL ENGINE, it would be perfect to do it like this. This way I could play with roughness before I export model to UNREAL ENGINE. Also, I think it would be easier this way.

Please, if you can lead me to the place where I can learn how to do it, I would be super grateful.
Thank you

dariuszekdead
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How do you get the model to place into blender?

davidrotor
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I don't have much experience on modeling; I'm jumping into this world though. The usage of decals have a computation advantage right? But, what if they introduce a visual effect that makes a model more realistic? In other words, what if a cube with a vent decal looks more realistic than a cube with a vent as a real geometry? What if, in the real play or in a scene with various elements decals mesh up better than real sculped geometry? I'm saying this because many times I see well modelled ships and hard surface meshes that don't look "realistic" than star citizen.

marioraianeto
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Hello Im stuck in a problem in UE5 and i hope on you to help me. I dont Know how to Make vehicle drift at High speed? Can you maybe help me? 🙏

Lanzyg
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Why is so difficult to find 3d spaceship models online with interior and exterior? Usually is one or another... 😢... It seems like star citizen devs are the only people on the planet that makes spaceships with both interior and exterior

sidartagautama