Earlier quoted context omitted.
Pardon my ignorance, but what are UVs?
Texture mapping(U ~= X, V ~= Y).
Spaceship Generator
111–120 of 132 posts
Re: Spaceship Generator
#112Re: Spaceship Generator
#113I love that the ships look more like "skyscrapers in space" then airplane like spaceships we usually see in tv shows/movies. This is most likely (according to multiple hard scifi authors) a much more realistic depiction of how spaceships are going to look like. Example given: The Expanse - "Flip and Burn" https://www.youtube.com/watch?v=X4EiW1bHwsQ
See Mistake 6 at http://www.dedoimedo.com/physics/sci-fi-mistakes.html Mistake 7 also hints about the possible shape when there are no preferred orientations. Also interesting http://www.popularmechanics.com/space/deep-space/a8140/what-... http://www.theregister.co.uk/2011/11/24/spaceship_design/
Re: Spaceship Generator
#114Sadly it doesn't seem to generate UVs for the models. But using the cube projection in Blender seems to do an OK job. Add a skybox and a couple of simple particle effects in PlayCanvas. And we have some WebGL spaceships :-) https://playcanv.as/p/kZtPZpnH/
I took a screen-shot, to help out the computationally challenged:
http://www.weegeeks.com/upload/a1studmuffin-daredevildave-sp...
Re: Spaceship Generator
#115Sadly it doesn't seem to generate UVs for the models. But using the cube projection in Blender seems to do an OK job. Add a skybox and a couple of simple particle effects in PlayCanvas. And we have some WebGL spaceships :-) https://playcanv.as/p/kZtPZpnH/
UVs are not needed any more since a long time. They have many drawbacks (the first one being that they are explicit). The renderers I used in production, when I left the VFX industry ca. 2010, all supported PTEX [ http://ptex.us/ptexpaper.html ]. Blender seems to have WIP support for it too nowadays [ https://wiki.blender.org/index.php/User:Nicholasbishop/Ptex ]
I hadn't heard ptex before, it's interesting stuff. Sounds like the reason it isn't in general usage for realtime stuff is the memory overhead: http://sebastiansylvan.com/post/casting-a-critical-eye-on-gp...
Re: Spaceship Generator
#116I was working on a procedural art generator in Blender in 2006, and I tried to use genetic programming written in Lisp to create random parameters into a fixed generator I had written in Python copied from a parametric formula renderer. I can't remember the original author. I couldn't get it to work well, and got sucked into Processing shortly thereafter, and other things Blender.
You could meld your script with a Genetic Program to present quick renders it evolves, and use Neural Nets to drive towards what you like, and away from what you don't to evolve a design. This cuts the search space, and thus the time, down from a simply random form generator in producing images you may want.
You've killed my next weekend!
Again, great work!
Re: Spaceship Generator
#117Re: Spaceship Generator
#118Something to do this in Lego Digital Designer would get considerable interest.
Re: Spaceship Generator
#119I love that the ships look more like "skyscrapers in space" then airplane like spaceships we usually see in tv shows/movies. This is most likely (according to multiple hard scifi authors) a much more realistic depiction of how spaceships are going to look like. Example given: The Expanse - "Flip and Burn" https://www.youtube.com/watch?v=X4EiW1bHwsQ
I love that the ships look more like "skyscrapers in space" then airplane like spaceships (than!) To be really realistic, the planes of the floors should be oriented perpendicular to the axis, or there should be a centrifuge incorporated. If ships are going to float around like ocean going ships floating on top of an invisible ocean, with all of the ship floors somehow aligned, then this is the "space is an ocean" tr…
Re: Spaceship Generator
#120http://www.shapeways.com/tutorials/prepping_blender_files_fo...