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

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  • เผยแพร่เมื่อ 20 มิ.ย. 2023
  • 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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ความคิดเห็น • 63

  • @vmxeo_
    @vmxeo_ ปีที่แล้ว +14

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

    • @cyborgmetropolis7652
      @cyborgmetropolis7652 ปีที่แล้ว +1

      Do you keep StarFab up to date? I gave it a try after watching this video and ran into issues I just chalked off as version incompatibility.

    • @meh2063
      @meh2063 ปีที่แล้ว

      SUPERB WORK

    • @meh2063
      @meh2063 ปีที่แล้ว

      but why isn't adding that much lighting bad for the performance ?

    • @cyborgmetropolis7652
      @cyborgmetropolis7652 ปีที่แล้ว

      @@meh2063 the lights turn off when you’re not in the room.

  • @Overneed-Belkan-Witch
    @Overneed-Belkan-Witch 8 หลายเดือนก่อน +1

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

  • @RyanKingArt
    @RyanKingArt ปีที่แล้ว +6

    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. 🚀 👍‍

    • @Markom3D
      @Markom3D  ปีที่แล้ว +2

      cheers mate

  • @ghostinhell666
    @ghostinhell666 ปีที่แล้ว +3

    More breakdowns like this would be pretty awesome

  • @cyborgmetropolis7652
    @cyborgmetropolis7652 ปีที่แล้ว +1

    Great stuff. Star Citizen is what I think of when it comes to space ship modeling. This breakdown is terrific.

  • @user-qr6fg5yw6h
    @user-qr6fg5yw6h หลายเดือนก่อน

    Great video dude! I wanna do some modifications on the models... maybe a video about that would be great!!!!

  • @FredKS-UPBGE_Games
    @FredKS-UPBGE_Games ปีที่แล้ว +2

    really nice bud 👍

    • @Markom3D
      @Markom3D  ปีที่แล้ว +1

      Thank you

  • @ANUBIS9413
    @ANUBIS9413 ปีที่แล้ว +1

    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.

  • @user-to4ke3df3v
    @user-to4ke3df3v 9 หลายเดือนก่อน

    Thank you so much! It would be greate to look closely and analyze more different 3d objects from different games. Nice video for learning 3d basics for beginners.

  • @jeffdavies2824
    @jeffdavies2824 ปีที่แล้ว +4

    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!

    • @Markom3D
      @Markom3D  ปีที่แล้ว +1

      No worries mate. I first noticed when the game first loaded and one time and I was was like what the heck. The slice function is amazing though, just wish I could get the texture into omniverse.

  • @localstout
    @localstout ปีที่แล้ว +3

    More breakdowns please! This was great!

    • @Markom3D
      @Markom3D  ปีที่แล้ว +1

      Any thing specific?

    • @andrewcoulthard-clark
      @andrewcoulthard-clark 11 หลายเดือนก่อน

      ...Apollo, Orion, Vulcan, Perseus or Polaris please! (Considering some of their marketing is already eight or so years old, it would give you something that nobody else has...)
      Great work, by the way!😊

  • @C1aranT
    @C1aranT ปีที่แล้ว +1

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

    • @Markom3D
      @Markom3D  ปีที่แล้ว +1

      No worries mate. Just trying my best

  • @UnchartedWorlds
    @UnchartedWorlds ปีที่แล้ว +1

    Yeah I loved this breakdown 👌

    • @Markom3D
      @Markom3D  ปีที่แล้ว +2

      Cheers mate

    • @UnchartedWorlds
      @UnchartedWorlds ปีที่แล้ว

      @@Markom3D we got real-time here, cheers! :)

  • @secondfavorite
    @secondfavorite ปีที่แล้ว +4

    In engine they use POM on a lot of their stuff, which helps create really nice depth - so if you're watching this and using Unreal, this is your sign to look up a parallax occlusion mapping tutorial 😘

    • @Markom3D
      @Markom3D  ปีที่แล้ว +3

      I really want to get more into UE5 but then I am in too many pots.

    • @secondfavorite
      @secondfavorite ปีที่แล้ว +1

      @@Markom3D I definitely understand. I'm not sure what your end goal is, but if you're not trying to make games then I think you'll be surprised at what you can do in a short amount of time. Just gotta commit a few hours and try it out. I suggest importing one of your scenes into the engine like the one you made the other day with your 3d scan and the hangar bay. Use your scan 50 times to build up the shape, and scatter some megascans rocks all over using the foliage tool. I think you'll eventually fall in love and marry unreal engine and we can all come to the wedding.

    • @Markom3D
      @Markom3D  ปีที่แล้ว +1

      ​@@secondfavorite what is the end goal? I still don't know. I think making a feature film, but is that going to be sustainable? I am still trying to work that out.

    • @dylanwainwright8644
      @dylanwainwright8644 ปีที่แล้ว +3

      @@secondfavorite the Blender to Unreal workflow is fantastic. Coming from a filmmaking background, I find Unreal to be a great universal tool for building the scenes placing cameras and lighting. I use Blender for modelling, geo nodes, and particle and cloth sims. All transfer nicely to UE 5. I have found that using USD files is my favorite way to transfer between Blender and Unreal. Having all of the Megascans assets easily accessible in engine is a great feature of Unreal as well.

    • @LeilaNumanor
      @LeilaNumanor ปีที่แล้ว

      @@Markom3D You can never do to much pot! :)

  • @JacksSpaceGames
    @JacksSpaceGames ปีที่แล้ว

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

  • @solventob
    @solventob 2 หลายเดือนก่อน

    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.

  • @Cetrakh
    @Cetrakh ปีที่แล้ว

    I liked this a lot , can you do the CNOU mustang too please ?

  • @arkham79
    @arkham79 ปีที่แล้ว +2

    Ok! this is super cool but I have a Question, how do I extract the SC model to import in Blender? thanks in advance :)

  • @TOC-1775
    @TOC-1775 10 หลายเดือนก่อน

    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

  • @oneaspiringartist5822
    @oneaspiringartist5822 ปีที่แล้ว

    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...

  • @madeeasy7148
    @madeeasy7148 29 วันที่ผ่านมา

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

  • @weedniac
    @weedniac ปีที่แล้ว +1

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

    • @Markom3D
      @Markom3D  ปีที่แล้ว +1

      I hear you

  • @truthspeaker7878
    @truthspeaker7878 7 หลายเดือนก่อน

    more vids like this

  • @HDreamzCG
    @HDreamzCG ปีที่แล้ว +1

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

    • @Markom3D
      @Markom3D  ปีที่แล้ว +2

      Lol, I’m working on it.

  • @floyd1411
    @floyd1411 ปีที่แล้ว

    where did u get the models from?

  • @davidrotor
    @davidrotor ปีที่แล้ว

    How do you get the model to place into blender?

  • @jakubpulka
    @jakubpulka 5 หลายเดือนก่อน

    Where did you get these models from?! Is there a way to inspect it by myself?

  • @ahmedsabrah4133
    @ahmedsabrah4133 8 หลายเดือนก่อน

    How can i get the 3d models ? i want to study them as i'm getting more and more into hard surface modeling

  • @Masterbleu1
    @Masterbleu1 11 หลายเดือนก่อน

    More ships please. and perhaps how you get the model into blender from the game.

  • @sebbosebbo9794
    @sebbosebbo9794 หลายเดือนก่อน

    wow... thx....
    not a big tex. atlas 😮🤔..more infos about the shading , textures. lights are always interesting ..
    is it a PBR setup in general...? use they index color pixel technic for big or overall colored areas...so much question ..totally interesting...

  • @ReinQuest
    @ReinQuest 7 หลายเดือนก่อน

    So I don’t know blender. Is it possible to work on these in something like Fusion 360? I don’t know what the export model file is.
    This is really cool though, I need to learn blender one day.

  • @brianmontgomery1619
    @brianmontgomery1619 11 หลายเดือนก่อน

    How did you get the model?

  • @VLena_art
    @VLena_art ปีที่แล้ว +1

    How would I make some panel line decals efficiently in vanilla blender?

    • @Markom3D
      @Markom3D  ปีที่แล้ว +1

      Yeah… ewww … really annoyingly

    • @sjonjones4009
      @sjonjones4009 ปีที่แล้ว

      You could grease pencil them onto a/the surface you want, convert the strokes into a mesh, then apply a shrinkwrap modifier. But that's just one of a couple of ways to do it.

  • @marioraianeto3775
    @marioraianeto3775 ปีที่แล้ว

    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.

  • @phantomapprentice6749
    @phantomapprentice6749 11 หลายเดือนก่อน

    Sorry I know this kind of an old video but I have some questions :
    Like ok the Decals are one texture atlas great but then what about the mesh they are applied on : does that thing have its own different baked texture ? doesn't that harm performance? I kind o f want to use that in my workflow for some details but have to keep performance in mind. I probably wouldn't use that for characters. Thank you.

    • @Markom3D
      @Markom3D  11 หลายเดือนก่อน +1

      It is a separate mesh that sits just above the ship mesh. For characters, I would suggest basking it with the textures

  • @j.d.4697
    @j.d.4697 ปีที่แล้ว +1

    What is edge wear and why is it bad compared to decals, which sound like cheaping out to me?

  • @Lanzyg
    @Lanzyg ปีที่แล้ว +1

    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? 🙏

    • @Markom3D
      @Markom3D  ปีที่แล้ว +1

      Yeah, no idea about that vector math sorry

  • @dariuszek4dead
    @dariuszek4dead ปีที่แล้ว +1

    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.
    Also, I want to have a possibility to blend two materials, with mask created in SUBSTANCE PAINTER, like on this video >>> th-cam.com/video/gjC3RCuCfNU/w-d-xo.html
    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

    • @jamesooi3269
      @jamesooi3269 10 หลายเดือนก่อน

      understand where you coming from, and certainly understand your frustration. Decal machine is such a great tool, but it feels like the author has abandoned the project and stopped updating/creating "UDPATED" documentation for it to work with common game engines like unity and unreal.

  • @dariuszek4dead
    @dariuszek4dead ปีที่แล้ว

    Would be kind of you, if you could answer my question. Just simple yes or no.