You seem to have CSS turned off. Please kinetix 5700 programming examples fill out this field. PartArt: Space is all about making higher quality spaceships quickly and easily. Simply select the parts you want, move them around using the buttons or asdwqe keys, and finally save your creation to your computer with a transparent background.
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Designing Your Spaceship
Windows Mac Linux.I've begun to study a unity engine in one purpose: I have a great multi player game idea! The main essence: In space there are two or even more huge spaceships with crew consisted of players all real humans. Ships are very powerful dreadnoughts with a lot of features radar system, many weapons, missals, refinery factory, gravity generator, indoor light system, shields generators, engines and so onbut all systems are broken at the beginning of the game.
Crew should decide, which systems are more important in battle and repair it. They should extract materials from asteroids and revive their spaceship. Then, they should locate second ship, and try to destroy it. Whose spaceship will be in a whole skin during one minute after destroying another, will be the winners. If there are more then two spaceships, surviving crew from destroyed ship can move to another alive ship. I've already draw detailed 3d model of spaceship, but I faced with a problem during importing model to unity.
The problem with mesh collider. Players should get into a ship and walking in it, HOW can I do that? I can't use non-convex mesh collider in unity 5, and I cannot put one collider to another. It would solve the problem, if I draw ship piece by piece, but not as entire. But ship is really complex, to assembly it from prepared parts take really long time and ship will be messily. Is there another way to solve my problem?
I cannot use non-convex meshcolliderbecause it is not compatible with rigidbody in unity 5. You think so? I got nothing from it that helped with the problem. I see you updated your prior comment; knowing you are using Rigidbody on Player would have been so much more helpful than "I've begun to study a unity engine in one purpose: I have a great multi player game idea!
The most obvious way would be to use a group of several convex colliders, rather than one single one, maybe parented underneath your geometry.
In a game I developed a character needed to fly through an archway in a bridge- each pillar and the top of the bridge were all made using separate colliders. Depending on the shape of your ship you may be able to split it into convex 'chunks' and do it that way. You could even save on processing power by switching to a more simple collider when you are outside.
Alternatively, depending on how you intend to transition from inside to outside the ship- could you not make the outside part a separate 'scene'? Attachments: Up to 2 attachments including images can be used with a maximum of To help users navigate the site we have posted a site navigation guide.
Make sure to check out our Knowledge Base for commonly asked Unity questions. Answers Answers and Comments. OverlapSphere not detecting Instantiated Objects 1 Answer. Mesh Collider Bounciness working only in a few areas 1 Answer.
WheelCollider - I don't have a circle of Collider 1 Answer. Creating 2D collider from 3D mesh 0 Answers.I've written about design more generally before on my Lego Project pageand on my Thoughts pagebut I wanted to share some of my thoughts on what makes me like the design of a spaceship, visually ignoring issues of realism. Flow flow of lines, rhyme of details, render quality, and stuff like that is obviously important. However, I've seen plenty of nicely done spaceships with those qualities which still fail to be interesting and memorable.
Perhaps they are missing:. Below I'm listing a few of my favorite spaceships, along with their qualities and faults. Please excuse my scribbles and look up some proper representations of the ships if you're curious. Your favorite ship is missing from the list? Also, I tried to come up with a wide selection of ships which I think have something extra, beyond "hull blob with stuff on that's kinda cool looking". I almost did include the Consular-class cruiser though.
Continuing with the runner ups: For me, the Dralthi felt like the most memorable ship from Wing Commander 1 the later versions were not so good as they just complicated the shape. The Rebel Frigate, Nebulon-B, really takes it's hull shape to the absurd, in that good way.
Perhaps the Klingon Bird of Prey belongs on the list because of its rather iconic design. The frail, yet menacing look of the Shadow Cruiser Babylon 5 is also noteworthy.
The B5 Destroyer is imposing with it's rotating mid section, but it sort of needs to be seen from a certain angle to look great. Despite having some interesting realism to its design, the Starfury never made much of an impression on me. Event Horizon ultimately didn't make the list, because I realized that I like the premise of the movie more than the ship, and I'm not sure if the design has more merit than Discovery from or perhaps the Eagle from Space BSG's Basestars, old and new, are have interesting shapes, but beyond that, no obvious quality which stands out, and I've already mentioned the Borg cube as an example of a large flying shape-thing anyways.
Leftmost are a few ships which I have some qualities that I like, but they are mostly greeble sausages. It doesn't matter if you mutate the greeble and protrusions because it's random stuff anyways, and that feels sloppy to me. The hull surface keeps changing its mind. I'm gonna do this now. Then this, and that. The silhouettes are a mess of protrusions which makes them hard to recognize. If I saw these in a movie or game, they'd have no brand recognition.
So, to address these kind of problems, I pick a feature that I like and make it the primary, dominating feature by scaling it up.It turns out space is big. Really big. Your ship just pours on the speed, never mind what physics says. Despite the talk of warping space, this is essentially the Star Trek method. While the ship accelerates to well past the speed of light, it never leaves normal space. Exiting our universe completely, these ships tunnel through their own personal dimension to get where they need to go.
There can be exceptions, but jumping to hyperspace will usually be a moment of relief. In B5, it requires specially constructed gates for all but the largest ships. The ship simply disappears from one place and reappears in another. Ships with this form of propulsion can travel truly massive distances. Even if the jumps they make are relatively short, the only limiting factor is how quickly they can recharge for another one.
This means that ships can easily escape any kind of trouble so long as their engines are working. As a side benefit, a teleportation drive means that ships often end up nose to nose, rather than millions of miles apart. Your ship can still go plenty fast with sublight engines, fast enough to make interplanetary travel a breeze. No matter what your FTL method is if you have oneyour ship will still need to get around in normal space.
This is the current method for navigating our solar system. The course that Rosetta took to rendezvous with the comet 67P, for example, is incredibly complicated, and full of complex math. Using this method will make fuel management an active part of your story.
This is hard scifi at its finest. A variant is to use engines that have extremely long-lasting fuel sources but produce little acceleration. Ion engines fit the bill nicely. Ships can get going at a good clip with a long enough burn, but deviating from their course will be very difficult because of how long it takes to build up thrust.
This is the standard for the vast majority of space-going scifi settings. The ship employs some kind of extremely efficient reaction drives to push it where it needs to go. When in doubt, this is the option to go with.
This is a quirky third option if you want to give your ship more of an old-timey feel. Solar sails are a real technology that uses solar wind to generate thrust. Your ship can tack across the port quarter and run up the mainsail. Practically, this method of propulsion has some caveats to consider. The sail itself is also important. It would be huge and no doubt prone to damage. This is your chance to get an astronaut swinging through the rigging to repair meteorite impacts!
The inside of your ship is at least as important as the outside. Do your characters feel at home within its hull, or is each day a strain on their nerves?Designing spaceships for games is a fun experience. If you're interested in 3D artscience, exploration and the cold, haunting darkness of space then you should definitely give it a try.
Spaceship 3D models
Designing a spaceship for a game is a different challenge compared to illustrating a scene. You have to consider all distances and directions of view, as well as ensuring that your design fits into the game's world. In many science fiction games the spaceship is a character in itself, and this is a good way to approach the topic. Is your ship brand spanking new, or a beaten-up bucket of bolts? Are the owners rich or poor? How about adding unique elements that suggest it's a semi-sentient craft, or a plant-based bioship?
Perhaps the ship's been created from a hollowed-out asteroid to look inconspicuous? Thinking of your spaceship design in the same way as your characters will help you to create an interesting ship that people can relate to and want to fly in the game. I'm going to design a fast scout ship that's able to defend itself and rescue colonists under threat. Defining your universe's technology will shape your design.
As an example, what's the propulsion technology? A fast, fuel-intensive method would mean less space for supplies. Perhaps it's achieved with a specific drive that takes up more room than conventional engines?
In a game that features a range of ships, it's crucial that they have distinctive silhouettes. Think about basic design language: for example, rounded edges can be seen as safe shapes, so use them for passenger crafts.
My thumbnails fit the brief because their flat undersides would be able to handle planetary re-entry. The wings convey manoeuvrability and speed. Once I've completed the thumbnails I take my favourite ones further. I drop them quickly into more appropriate surroundings, such as this simple space dock. This helps give me a better sense of what my ships will look like in-game. If I already have some other ships created for this game then I sit them alongside each other for comparison.
A handy trick often used in car design that will help you make your work look more plausible is to add some of the ground's colour into the underside of your spaceship and some of the sky's colour to the top. Typically, this would be brown and blue, respectively. But you can use whatever you think fits your spaceship and its surroundings. At this stage I can usually tell what areas I want to focus on.
I work up my favoured thumbnails, taking them in slightly different directions and seeing if I like the results. I still try and keep the amount of tones I use to a minimum. The spaceship is going to be under a lot of lighting conditions in-game, so I want it to work in all of them, and making sure it reads like this helps.
I chose this thumbnail because it fits the brief.
Aboard the Coincidence
I imagine that the flat underside is able to enter the atmosphere safely, the wings indicate that this is a highly manoeuvrable craft, while its chunky body alludes to a cargo-based role. I feel the ship is at once small enough to lead on to some bigger ships later in the game, while big enough to feature offensive weaponry.
I take the design into a new document and start sketching out the linework. Doing this on a perspective grid avoids problems later on. I throw in a figure to give the 3D modellers an idea of scale. Next I block out the basic tones of the ship.Last Updated on February 4, There are a ton of fictional spaceships that are so on point and alluring that sci-fi enthusiasts wish they can live in any of those ships.
Or the place you call home is the Serenity? They have their own charm and personality. The cabin will have a bed or some sort of resting place, maybe a table and chair or a small storage cabinet. Do you put a bed or table and chair? Do aliens even sleep?
If so, do they lie down or sleepwalk? Before the actual designing happens, preparation takes time so the design team can fully understand the story, the role of the ship, and how to translate its personality to the design. All of this painstaking process creates the wonderful, captivating fictional spaceships we love. To salute the creative minds of graphic designers, here are 20 of the most beautiful fictional spaceship designs.
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Spaceship Generator || PartArt: Space
Last Updated on February 4, There are a ton of fictional spaceships that are so on point and alluring that sci-fi enthusiasts wish they can live in any of those ships. Table of Contents.I'm planting trees with my site.
This name generator will generate 10 names fit for spaceships and other vehicles part of the Star Wars universe. There are dozens of spaceships and other vehicles within the Star Wars universe, some more iconic than others. They tend to follow similar naming patterns, so I've created a name generator inspired by these name. I've expanded a little in terms of what's canon by including planet names similar to the Naboo Starfighter and the Chandrilla Mistress, but with planets who don't have named ships at the moment of writing this and potentially never would.
To start, simply click on the button to generate 10 random names. Don't like the names? Simply click again to get 10 new random names. The background image above is part of the Star Wars copyright and belongs to its rightful owners.
This is not an official name generator, merely one inspired by this universe. You're free to use names on this site to name anything in any of your own works, assuming they aren't already trademarked by others of course.
All background images part of the generators are part of the public domain and thus free to be used by anybody, with the exception of user submitted backgrounds, images part of existing, copyrighted works, and the pet name generator images.
All other original content is part of FantasyNameGenerators. Share this generator. Spaceship name generator - Star Wars This name generator will generate 10 names fit for spaceships and other vehicles part of the Star Wars universe.
Alderaniaan - New! Arkanian - New! Balosar - New! Besalisk - New! Chalactan - New! Chandrilan - New! Corellian - New! Lothalite - New! Onderodian - New! Savarian - New! Serennian - New! Spaceship - New! Togruta - New! Sith Pureblood.