
Explore ship design through sculpting, texturing, and Blender, focusing on sections three and four. The intro notes skip interface topics for those skilled in 3D code.
Navigate the voxel sculpting workspace by rotating, panning, and zooming the camera, switch to a custom navigation scheme, and snap between viewports to focus your layer.
Explore the sculpture room workflow, navigating brushes, shaders, and layers across multiple panels; master the sculpt tree as your outliner, adjust tools in full screen mode, and organize layers efficiently.
Explore how shaders alter object appearance during sculpting and design, switch between shaders, set a default shader for new objects, and enable real-time lighting for more accurate previews.
Switch lighting grids in the viewport, adjust contrast and brightness, and rotate the panorama to change the lighting angle, then toggle real-time shadows to balance performance.
Assign hotkeys to tools in 3D code by hovering to reveal the press hint, then define key combinations and save the hotkey map to a text file for future reuse.
Autosave runs every five minutes, with typically three slots, and incremental saves (zero, one, or two). Use control-shift-s to save frequently when the code is unstable.
Master the top panel options in 3d sketching by using a selective tool set; hover for explanations and right-click a layer for extra, described options.
Learn to adjust voxel layer density in a concept design workflow, using voxel sculpt to set densities from 100,000 to 600,000 by resampling. Observe smoothing across density modes.
Learn to use the blob tool for 3D sketching, drawing on defined planes, switching between orthographic and perspective views, and mastering hotkeys like control-B and tilde for on-plane control.
Clear layer via E menu, adjust brush size with brackets, fix holes by entering surface mode and adjusting density (hundred thousand triangles), then reset with control+delete for clean workspace.
Sketch 3d shapes with rectangular tool and rounded corners, create arrays via number keys, rotate with alt and ctrl alt, import vector shapes from inkscape or illustrator for sci-fi designs.
Enable symmetry in 3D via the symmetry tab or Shift S, pick from bounding box, and use the blob tool for multi-axis mirroring, while occasionally hiding planes to stay focused.
Explore basic spaceship design for 3D sketching using blob tool, combining triangles, rectangles, and circles, with vertex lasso and ctrl shift snapping to a horizontal line for readable, varied silhouettes.
Use the split tool to divide shapes across a single layer, creating new objects and seams; fix seams by setting the split border with voxels to zero and renaming shapes.
Master efficient layer picking in 3D sketching by using click, auto-pick, ghosted mode, and quick multi-select with A and Shift+A, plus Alt isolate to focus work without unintended activations.
Move and rotate objects with the transform tools and gizmo in blender, snap rotations with ctrl, and select multiple parts with shift for grouped movement in orthographic view.
Use the move tool (m) to resize and reposition the voxel layer, then press enter to commit, applying alpha-driven deformations and the soft follow brush for broad, streamlined edits.
Keep meshes uniform to avoid shading artifacts from non-uniform scales, and use the control U shortcut to convert to uniform space, which can dramatically increase mesh density and risk crashes.
Master transform options to push voxels, draw rectangular selections, and sculpt smooth gradients, reset axis for proper pivot, and commit the scaled, transformed objects.
Master voxel height to hide and trim mesh parts with on plane tools, circle selections, and hotkeys, then clean up by deleting hidden geometry or duplicating layers.
Use the cut off tool with voxel height to perform quick, irreversible cuts that destroy hidden polygons and outside areas, with shift accelerating the destructive workflow.
Navigate 3D layer hierarchy where any layer can be a parent and children follow, drag to rearrange, group for quick edits creating an empty layer, and undo with control z.
Learn quick techniques for duplicating layers and objects in a three-dimensional workflow, including shift d, right-click clone for full hierarchy, and instance clone mirroring across parts.
Master the sphere tool to add cables and details across layers by selecting points on the sphere and drawing lines between layers, and sketch cables along planes.
Learn how the through all volumes toggle lets you edit across all layers and voxels, enabling unified moves, hides, and unhides across multiple layers.
Use Inkscape to design custom vector shapes, enable snapping with the pen tool, export as EPS, and import into 3D code to build rounded-edge shapes and a reusable library.
Watch a timelapse of an original cargo ship sketch built with the blob tool, refining proportions toward a longer, slimmer container hauler.
Block out the container ship with rectangular shapes and a blob tool, applying top and bottom symmetry, hiding planes, and resampling to 300,000 triangles, with backup layers.
Use the blob tool to form the main frame, apply low poly previews, add a second layer, hide voxels with ctrl a, and save incrementally with ctrl+shift+s.
Change the ship’s proportions using the post tool and rectangular selection, then split containers and the structure to remove voxels from the group layer.
Explore slanted sci fi 3d sketching, using voxel height and vertex lasso to shape containers, and apply two thirds rule and one fifth rule to balance detail and space.
Fix a curved voxel shape by resetting the axis and recutting to create a straight rectangle, while unhide and refine parts for a cleaner 3D read.
Increase the sketch resolution by adjusting voxel height, creating targeted cuts, and using sculpt layers, while balancing detail and smoothness; sketch in 3D and import to Blender for cleaner shapes.
Learn rapid, iterative 3d sketching for sci-fi craft by using blob and post tools, adjusting planes, and exploring cylinders, spheres, and cables to balance bulk with slender structural details.
Split the part with the split tool on plane to sculpt the cabin. Refine symmetry, add windows, use voxel hide and blob tool for details, and apply materials for texture.
Learn advanced voxel hide layering to carve internal spaces and layered paneling inside a sci-fi ship, using hide, unhide, depth control, and blob tools to add pipes and mechanisms.
Master on-plane techniques for slanted surfaces using the on-plane tool to create angulated planes, build arrays, reset axes, and use the pulse tool with voxel height and ray for detailing.
Iteratively sketch a sci-fi cargo ship from low to high poly, refining symmetry and proportions while detailing functional elements like containers, engines, and escape pods.
Explore Photopea, a free online clone of Photoshop, offering the same functionality for duplicating layers, color correction, and filtering as Photoshop.
Capture a quick screen grab of the whole ship using a white environment map for even lighting, adjust brightness and contrast, and note resolution, background, and alpha channel considerations.
Enter the render room and copy the project settings, adjust exposure for proper brightness, choose high-quality render sizes, and enable alpha channels for a clean ship cutout ready for texturing.
Open the render in Photoshop, set the canvas to a square, center the image, downscale to 7000 pixels, convert the layer to a smart object, and save to update scene.
Create a background layer, fill with dark color, duplicate it, apply a high pass filter with a large radius, then blend with linear dodge and linear burn for texturing.
Explore motion blur to create leaks on a sci-fi sketch, using duplicate layers, masking, and levels or curves with multiply blending to target the spine and body.
select the bottom layer as a clipping mask, apply glow on edges with the filter gallery, then use light mode and the divide overlay to craft a glowing edge pattern.
Explore layer blending options to merge shapes with masks, adjust opacity, and paint on masks for wear-and-tear textures, creating non destructive, reusable compositions.
Adjust curves and luminosity to correct a washed-out texture, use masking to remove motion blur artifacts, and reposition triangles away from the container edges.
Use color blocking to keep containers bright and functional parts darker, using marquee and selection masks, create a new layer, fill with dark color, and set to multiply for contrast.
Create an emissive map to add glow by using curves, duplicating curve layers for a noisy pattern, and refining with hue/saturation, selective painting, and tweaks for projection glow.
Swap smart object layers, adjust levels and curves to lighten and color-match, then replace the original smart object across ships for consistent results.
Clean up the scene by isolating parts, then export either the selected objects or the whole scene to obj. Decimate cautiously to preserve the original 20 mil polygons.
Install a Blender addon that imports multiple object files, enabling you to input several objs at once; download it from the readme to install, which isn't available by default.
Decimate heavy meshes in blender using the decimate modifier set to 0.05, then apply to reduce detail and file size. Combine with Ctrl J, then re-separate with P.
Set up a projection camera and switch to orthographic perspective. Align the image texture to the base color and adjust ambient occlusion and bloom for a clearer preview.
Create emissive effects with a projection-based emissive map and cyan color overlay, using a color mix node and real-time ev lighting for dynamic sci-fi textures.
Learn to auto reload images for Photoshop files and texture files with a handy add-on, assign a hotkey via quick favorites, and keep textures updated during 3D sketching.
Create a roughness map from the color map and fine-tune reflections with curves, brightness and contrast, and clamp adjustments to reduce shine, using a single texture map for all controls.
Control color correction directly in the texture viewport using RGB curves, hue and saturation, and mix color nodes to adjust contrast, saturation, and overall look.
Separate the front mesh in Blender to enable a dedicated projection, using wireframe mode and P to separate; create new camera projection with a unique material to control the texture.
Scale sci-fi project demonstrates texturing and lighting workflows from adjusting textures and overlay modes to creating glow engines with emission planes and area lights.
Create a parent system where the last selected object becomes the parent, allowing you to group, use control p to parent, and move or animate the whole assembly without misalignment.
Create a nebula background with an environment texture, adjust hue and saturation, and blend with stars using color mix, curves, and brightness for a cinematic space look.
Duplicate the shape for backup, use the move tool with a round soft alpha, ignore back faces to push only the top half, and smooth the silhouette without symmetry.
Master voxel sculpting techniques to design sci-fi aircraft, using voxel height to carve, shift to form protrusions, voxel hide to trim, and smoothing to refine with minimal artifacts.
Apply voxel hide and shell creation techniques to sculpt a sci-fi aircraft, deleting hidden geometry, unhiding selectively, and iterating engine placement and cabin size while exploring plane tools and symmetry.
Use the voxel pose tool to resize and position the moving cabin, control the z axis, drag to test composition, and apply the two-thirds rule for a future-detailed sci-fi sketch.
Adjust the cabin with the move tool, hide the bottom, and refine the shape. Use the sphere tool to paint surface-following details, then the blob tool for hard surface accents.
Refine the thruster by shaping the back engine, hiding and revealing sections, and splitting engines from the hull to reconstruct a clean, believable sci-fi design.
Demonstrates using the sphere tool to add protrusions and sensor details on a curved surface, adjust depth below the surface, and apply a mud clay cavity map to smooth insertion.
Activate the split tool to cut antennas and adjust voxel thickness, reconstructing the line with the blob tool along the surface. Use a steady stroke for a smooth silhouette.
Learn to use a symmetric copy tool to fix imperfections in a 3d model, switch to the sphere tool, paint and symmetrize across, and use split to isolate parts.
Practice using the blob tool and brush tweaks to add extra details to 3D sketches, trim with voxel height, and split edges for refined sci-fi wings.
Explore jet design sculpting through a detailed timelapse, using voxel-based 3D code to refine a cabin, thrusters, and engine details with iterative, practice-driven exploration.
Scale sci-fi 3d sketching by consolidating layers, using retopo decimation to 40% for efficient texture prep, auto UVs, and baking a 4k normal map in blender.
Enter the paint room and move brushes to the left for access, like substance painter. Turn off the high poly sculpt preview to view the low-poly model with baked textures.
Master brush tools to paint on layer one, switch colors, and control glossiness, roughness, opacity, and normal maps. Learn edges with alpha, rectangular selections, and ignore black faces.
Focus on power smooth and smudge to shape textures, using smart smudge for effects and adjustable amount and distance to create welding-like patterns on the mesh and texture.
Bake ambient occlusion with standard options, then bake curvature using the local curvature black-and-white map. Reveal the curvature layer to overlay the curvature map on the model.
Explore smart materials and the material library, switching between metallic and plastic presets. Hand painting textures and using fills, apply overlays, adjust opacity, and cycle through materials.
Master layer blending for the LED panel by adjusting blend modes, opacity, roughness maps, and duplicating layers, with color correction using hue, saturation, and lightness on a 4K texture.
Paint base colors for sci-fi 3D sketches by creating white and black base layers, using rectangular and lasso tools to fill, mask, and refine visible areas within a PBR pipeline.
Add small textural details with the rectangle tool, adjust edge radius, and test symmetry to refine ports, lines, and the hull with subtle fracturing and subtraction using the eraser.
Add a roughness pass to build glossiness on the sci-fi model by layering roughness maps, blending with color layers, and adjusting opacity to control shine and reflections.
Explore how to use a clipping mask to constrain painting to a base layer, apply masks to groups, and manage multiple layers inside a group for precise sci-fi 3D sketching.
Paint emissive glow on a dedicated layer and export it as an emissive map. Adjust edge radius, alpha, and color combos like orange and blue to refine the jet's glow.
Explore smudge and power smooth for layer blending, painting roughness, and creating textures with streaks, burnt particles, and dirt through layered opacity and alpha.
Explore timelapse jet texturing, refining roughness with smudge tools and noise, shaping alpha and symmetry for realistic wear and melted patterns across robust texture maps for export.
Export textures to Blender, overwrite the file with presets, wait for maps to generate, then import the SBX into Blender, scale the model, and inspect the shading editor.
Set up color and roughness for a space fighter scene, plug in roughness maps, and apply non-destructive color edits with RGB curves to vary ships and control shininess.
Isolate the emissive layer by filling with black to create a color map, then export the albedo and emissive map, and add a metalness map to the metallic channel.
Introduce engine exhaust with area lights and blue emissive planes. Adjust color and intensity to fit the scene, using bevels, knife tools, and duplicating to mirror thrusters for symmetry.
Apply a gradient to thruster emissive planes using a gradient texture, UV/object mapping, and a vector mapping node, then blend blue with curves for gradient tightness.
Duplicate the sphere for backup, switch to a uniform alpha with the curve brush in Vauxhall Tools, then sketch and refine an alien shape with smoothing, scraping, and pinching.
Switch to the move tool and use curve and capsule tools to sketch shapes; duplicate and delete interiors, add blob forms, then refine with squish and Ctrl U for uniformity.
Utilize field and pinch brushes to fill gaps, smooth organic shapes, and carve deep cavities with voxel pinch, then commit changes to build a blobby, mushroom-like sci-fi mesh.
Explore timelapse-based design forming for sci-fi 3D sketching, shaping a blob into a fleshy form with surface pinch, voxel tools, and strategic cuts, holes, and antennas. Learn to balance dense details with larger mass to sell scale and create organic, cyber-inspired surfaces.
Import a mesh via the objects menu to kitbash details, reuse existing parts from another model, and delete unused elements, leveraging the native file format for seamless cross-software import.
Learn to kitbash a cargo hauler by reusing hulls, refining engine placement and thrusters, adding antennas and cables, and iterating from multiple angles for a dynamic sci-fi ship.
Use snake clay to add small organic details, as it’s easy, independent of alpha, and naturally tapering away; avoid applying it to the whole skull to prevent detail loss.
Use the cuff, fill, and smooth tools to integrate the model, enhance resolution, and texture quickly, while applying two-axis symmetry to speed modular space ship sketches.
Master realistic organic folds for sci-fi 3D sketches by building lumps and underlining the base. Add wrinkles with the inflate tool and smooth transitions.
Describe sculpting a sci-fi creature in ZBrush, refining shapes with pinch tools, splitting parts to sharpen details, testing materials, and balancing poly counts for organic, non-blobby forms.
Use proxy mode to cache and decimate a large organic mesh for fast sculpting. Do proxy before saving, as proxies can disappear from the scratch disk due to a bug.
Explore a big design change in this timelapse, using a proxy model to test rapid iterations from a heavy form to a jellyfish front and tail, adding thrusters.
Texture a timelapse organic sci-fi ship by layering smart materials, noise, and color while generating ambient occlusion, cavity maps, and emissive effects in Blender for a vivid look.
Auto-decimate, auto-bake, and auto-export from 3D Coat to prepare textures, then import into Blender with textures auto-linked; blend emissive maps, adjust subsurface weight, and tune scale for the look.
Import a model for per-pixel painting in 3D Coat, delete all textures, create a new layer, and apply stencil-based square patterns with an inverted fill for detailed body texturing.
Master pattern smudging with layers, masks, and non-symmetrical strokes to add high-frequency detail, then export a color albedo map for Blender workflows.
Apply color correction to a 3d texture and blend stripes with the original using color mix nodes and multiply to darken, then refine with RGB curves and roughness adjustments.
Watch a timelapse sketch of a round tactical cruiser, exploring shell outside design and inner details, testing engines, segmentation, and tool tricks to refine a sci-fi ship.
Start with a circle to define the cruiser’s round shape and scale against a jet and cargo hauler. Ensure the silhouette can house smaller ships and fighters.
Use a horseshoe crab as a reference to study its shape, starting with a round base and a midsection cut to guide a sci‑fi 3D sketch.
Activate symmetry on every plane, use the post tool to draw a centered circle, adjust resolution, smooth the gradient, and copy across to form a dome.
Explore 3D sketching by duplicating and grouping shapes, creating a hidden backup named round cruiser, then use voxel hide to cut the brim and shell the model.
Create a shell with thickness by thickening surfaces, adjust thickness using voxel height, increase the low-poly count to four million, and clean hidden geometry before resampling.
Master advanced posing workflows by refining selections, smoothing geometry, and using taper and cut operations to shape back thruster details while managing seam visibility.
Use a backup model to pose and attach cut-in ports to the shell, managing symmetry and voxels while keeping parts non-destructive.
Leverage backup layers to shape a protective shell and craft an inner thruster structure, thickening as needed to prevent voxel melting. Add antennas, grills, ports, landing pads, and symmetry.
Break down a black and white cruiser texture into configurable textures, then in Photoshop copy and repeat patterns, duplicate layers, and apply motion blur to create subtle leaks.
Explore warping greeble patterns by using arc warp to bend circular pieces, control bending angles, manage inner and outer radius, and preserve detail with smart objects.
Learn to create leaks using radial blur with zoom and spin, align to the document center with rulers, and refine textures with levels, overlays, and smart objects.
Add extra elements and masking by creating shapes, applying white fills, and duplicating mask blocks to build clean cutouts, then export as png or roughness maps for Photoshop node workflows.
Learn to create a subtle ship texture in Blender using a diffuse pattern, masking, and an Unsplash image, then adjust color map, base color, roughness, and emissive layers.
Create and texture a sci-fi force shield using a beveled cube, emission materials, and alpha hashed or alpha blend settings, then layer discs around a ship opening with symmetry.
Watch a timelapse sketch evolve a mothership from blob shapes to engines, emphasizing low-poly iteration, quick prototyping, and evolving shapes for epic sci-fi craft.
Start with a low-poly, basic ship shape, then refine with engines, symmetry across multiple axes, and proportional adjustments to control triangle count and maintain a uniform mesh.
Use stencils from the shaders palette to quickly add greeble details on sci-fi ships, moving, rotating, and inverting them with the green circle, lever controls, and the post tool.
Watch a timelapse of mothership sculpting, using stencils, voxel techniques, and split tools to add surface detail, shells, and engine thrusters while exploring scale and gribble patterns.
Shape a rounded engine dome with the pose tool, refining curvature via inward pushes and a two-axis transform. Unparent, hide outsides, and use voxel height to finish the dome.
Explore radial symmetry in 3d by using symmetry mode and radial mirror, switch the axis to z, choose a bounding box, and sculpt with brushes, pipes, and grooves—tablet-friendly for detailing.
Explore sculpting a sci-fi mothership thruster module with minimal detailing, using dots for texture, radial symmetry, and long spiraling pipes for cooling.
Discover how to texture ship thrusters in Photoshop by layering orange overlays, applying radial and motion blur, and using blending modes, levels, and high pass for realistic engine streaks.
Set the 3D cursor as the origin and apply a mirror modifier in Blender to mirror engines across both the x and y axes, including camera projections.
Tile a greeble texture over a base texture in Blender using UV coordinates and vector mapping, then mix to create roughness and adjust brightness to reduce shininess.
Watch a timelapse of space-station sculpting, starting from a cube, establishing scale, and shaping a shielded port-filled station with antennas using voxel height and band modifiers in Blender.
In Blender, warp a segment with a simple deform modifier, using the 3D cursor at world origin and an empty plane as the bend axis, then decimate to an object.
Re-imports a blender export into 3D Coat, creates a surface layer to avoid voxelization, duplicates and flips across Z, and scales the ship segments and antennas for the final build.
Cut a mesh with booleans in blender by using a cube as the cutter, setting the origin to the 3d cursor, mirroring, and applying transforms for clean cuts.
Use multiple projections for texturing a sci-fi mothership, instead of a single projection. Choose a gray base with frost blue accents and glow to evoke a dense nebula-like look, front-focused.
Learn how clipping planes improve shadow quality in EV rendering, beyond shadow size tweaks. Animate clipping planes to match scene scale and avoid clipping artifacts.
Render each object separately to manage performance and enable transparency in Blender for a transparent background, then compose in DaVinci Resolve to adjust background glow without blowing out the ships.
Switch the render engine to cycles for richer nebula fog. Build a volume scatter with a cube, noise texture, vector mapping, color ramp, and enable volumetric shadows to control density.
Dive in concept designing of ships from tiny jets to motherships. I will walk through the whole process and cover 3D Coat interface, main tools, and the latest features (3D Coat 2023.23 and up is necessary) I will show how to set everything up in Blender and make a great showpiece.
6 ships were created, and each had a specific design challenge to tackle.
Project files include all ships in one Blender file, alphas for sculpting, and one nebula background from my 10 nebula map pack.
No prior knowledge of 3D Coat is required. Basic knowledge of Blender and Photoshop is very useful.
The course is made of small-length videos 1-3 minutes per tool. It makes it convenient to navigate and study.
Long processes are recorded in timelapses with narration.
COURSE STRUCTURE:
Part 1 - Interface and Navigation
Introduction to the basics of 3D Coat user interface.
Part 2 - Introduction to Main Tools
The major tools that will get you started with concepting.
02 - Advanced Techniques - Industrial Ship Design
Step-by-step process of ship sculpting with angular shapes. Texturing in Photoshop and scene set up in Blender.
03 - Streamline Design - Space Jet
Step-by-step process of jet sculpting with complex aerodynamic shapes. Texturing in 3D Coat and exporting to Blender.
04 - Organic Design - Organic Ship
Organic sculpting for alien ships and re-using kitbash of already created elements. More complex texture set up in Blender
05 - Round Shapes - Big Cruiser
Process of making circular ship concept. Solving texturing difficulties in Photoshop.
06 - Huge Scale - Mothership
More conventional greeble design sculpting and tileable texture overlay in Blender.
07 - Warped Design - Space Station
Solving the problem of creating complex warped shapes. Extra final tips on better shading in Blender and rendering.
Happy watching!