These are the first steps in programming the SpaceX Block2 Starship in blender
This is the current status of my work on the SpaceX Starship model in Blender. There's still a lot to do and I'll keep updating this. I create the geometries with software in Blender, because due to the constant changes to the Starship and the level of detail, modeling by hand would be far too time-consuming and would never produce such good results. The enormous advantage with software-generated geometry is the easy adjustment when changes occur. Instead of complex modeling, I just need to adjust the relevant parameters and the geometry can be regenerated.
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Since the starship's steel hull is very detailed with its many welding points, I had the idea of programming the texture as well. This is much better than doing it all by hand in gimp. Because of the level of detail, very high-resolution textures would be needed, e.g. 32k. With my virtual texture system it wouldn't be a problem to stream it online in seconds without the devices themselves needing large power reserves for the large textures.
But at the moment this is still a thing of the future. To be honest, I don't want to open source my virtual texture system and my virtual geometry system just yet, as I have had very negative experiences in the German car industry. There is only taking but never support.
P.S. I now have a newer version with continuous tiles on the fuselage. However, this is 2 mb too big for github. I will probably offer it as a download on my website.
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