3D Modeling in Substance Modeler: Design a Sci-fi Spaceship | Design Boy | Skillshare
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3D Modeling in Substance Modeler: Design a Sci-fi Spaceship

teacher avatar Design Boy, 3D Designer

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Teaser Trailer

      0:35

    • 2.

      Main Block Out

      8:13

    • 3.

      Engine Detail Back

      1:58

    • 4.

      Cockpit Detail Pt. 1

      6:05

    • 5.

      Cockpit Detail Pt. 2

      6:50

    • 6.

      Cargo Bay Detail

      4:08

    • 7.

      Cockpit / Cargo Bay Connection

      7:29

    • 8.

      Engine Detail Front

      4:46

    • 9.

      Engine Detail Overall

      7:33

    • 10.

      Landing Gear

      7:25

    • 11.

      Conclusion

      1:38

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About This Class

This is a beginner friendly class on 3D modeling without the usual technical burdens associated with 3D art.

How? By using Substance Modeler, a new software that allows you to quickly "sketch" in 3D without the hassle of dealing with polygons. This is achieved by treating geometry like malleable clay within a minimalist user interface environment.

The subject of this class is a cool, sci-fi spaceship like the ones you see in movies, shows, and video games. While following along and building the spaceship, you'll see the range of tools available in Substance Modeler to create any shape you want. 

This can be a great way to design any product or fictional object from your imagination, as part of your process for a larger project or just for fun.  

Meet Your Teacher

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Design Boy

3D Designer

Teacher
Level: Beginner

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Transcripts

1. Teaser Trailer: Hi. In this class, we'll be building a spaceship inside of Substance modeler, a new three D modeling software that streamlines hard surface modeling with a clay life workflow and streamlined interface. It's a simple, but powerful program that beginners can start with quickly. Follow me as I build out a spaceship from scratch and learn about the possibilities of what you can do with this program. I'll be demonstrating various techniques to achieve interesting sci fi shapes in real time. Let's start with the first lesson. 2. Main Block Out: Side of substance three D modeler. It's a fairly new program that's only been around for a year or so, and I like it a lot because of the simplicity of the interface, and it allows you to do some very cool things without the technical baggage of traditional political modeling. So let's start with a quick rundown of the tools here. They're pretty self explanatory. Here's the slick tool to top. Clay tool is how we do the majority of our modeling, you choose one of these primitive shapes that most closely resembles the shape that you need. And it's a matter of adding a shape and then subtracting with the ras tool. And with this combination of adding basically a chunk of clay and then taking a chunk of that out. Is how you create very interesting shapes quickly. And then below that are a bunch of very familiar sculpting tools that will also be self explanatory if you've ever used any three D software with sculpting features. So let's choose a subject to model. And I think I can't go wrong with a spaceship. Let's do a blockout of the main hall of the spaceship. I'm hitting space to apply that shape, and then maybe we can switch to a cylinder. Rotate it 90 degrees and switch on symmetry by pressing right click and toggling this symmetry button. In that way, I can move this clay shape around and the other side will mimic what you're doing over here. I'm going to play with the sliders here to smooth out the edges, and then these little white dots you can use to manipulate the size and scale of the clay tool. So I'm looking for a good spot to put a pair of engines. Maybe the engines are pretty oversized. And actually, before I do that, I want to add this in a new clay layer so that it's not lumped into this main hale and we can manipulate it separately down the line. Same with the upper engine. Keep that on a separate layer. So by keeping those separate, if I want to move this around, it doesn't drag everything along with it. And I want to add some clay shapes to this main shape. So I'll select it first and then play with the sliders to smooth out the edges. And then hit space to apply. And then you'll see that it combines the two shapes, and there's a smooth transition. Moving on. When you press and hold control, and then drag the white dot here. It will only move that surface. Without the contro button down, it's going to just scale it evenly. So if you like this bottom face is, but you just want to change this, then you hold the control button. So again, soften the edges. That's what That's one of my favorite features of this program is the sliders to just quickly smooth out edges. If we were in Blender, say, you'd have to either apply a couple of modifiers, you'd apply a Bevel modifier or add some edge loops and apply the subdivision modifier. So it's not difficult, but it takes a couple of steps. Uh, whereas here it's just just flick this slider up and it's, you know, instant smooth edges. So, I just want to had some a blocky chunk for the back of the ship and we'll keep that on a separate layer. Notice how sometimes I combine shape, sometimes I keep them separate. It's just to allow for flexibility down the road, let's say I want to push this further forward or further back. I have that option later on if I don't combine everything from the beginning. Something else you can do is we're not limited by the shape of the primitives. If you say want to create a shape that's basically that has a cylinder in it, but you want to elongate it. Not like this, but maintain this semicircle, but just just extend it. You could Hold the space bar as you drag this shape down, and then you have this shape. I'll copy that and put another one in the back. 3. Engine Detail Back: I'll grab the cylinder primitive again, rotate it ops, rotate it 90 degrees if it if it'll let me. And I want something a little conical. So that's where the taper slider comes in. You slide this up to have it just like the name implies taper. And then we can have a shape like this. Now, the other thing I want is an opening here for the jet, and you can do that by pumping up the thickness slider. In combination with the taper slider, you can get an interesting shape like this. On top of that, if you want to sand down the sharp edges, like we've done with all the other shapes, bump up the full value. And now we can have our jet exhaust shape. I don't know if that's the technical term. I'm not a rocket scientist. But let's just go with it and hit space to apply on a separate layer space to apply again. Having these separate allows me to line them up separately like so. 4. Cockpit Detail Pt. 1: Go back to this cockpit shape. I want to lop off the corners here, make it a little more aerodynamic. So I'm going to grab the clay tool again and line them up at the angle that I want. This is a shape. This is a shape I'll be using to subtract. I'm going to switch over to the ras tool and it gives you a nice preview of where you're going to subtract. G So go ahead and hit space or let me just push it out just the angle and hit space. So we got corners cut off. But now we have these sharp edges. So to deal with that, you can switch to the smooth tool by holding down D and just gently left clicking your mouse over the edges. And the program is making this neat sort of sound effect as you use that tool. So you could either hold down the D key or just simply click on the smooth tool. Sorry, correction. The D key switches you over to the flattened tool. And to quickly switch to the smooth tool, it's actually holding down to the shift key while you have a clay tool selected. So you can't it won't let you switch to the smooth tool while you're in slick, but while in clay, holding down shift will give you the ability to smooth. Okay. In fact, let's do this. Oh, and now that we have our clay tool kind of in this weird angle, the way to reset it is this button here reset gizmo in the bottom center of the screen. I have an idea to do something interesting with these corners. I think I'll carve out a little pocket where some like exhaust intake or a sort of like a carburetor grill could sit. If I do something like this. Switch to a race tool, take a chunk out, and notice these jagged edges. We can alleviate that by increasing the resolution, and notice how it's much smoother. On a separate layer, I want to add row of fins. Move these into place, change the angle. Make him thinner. And then just hit a ply, drag down, hit a ply, drag down, repeat it multiple times until we've covered the entire opening. Now we have that on the other side, too. And so add a little visual interest to the ship. 5. Cockpit Detail Pt. 2: Another cool thing you can do with the ra tool is if at the top here, if you switch from ras tool mode to split tool mode, that will do. Let's say, I want to create a seam line like the hood of a car. All right. See, I don't want to take a chunk out, but I just want to create a seam line. That's about that shape. And hold on. Just the taper slider to make this line parallel to our corner. Like so. I hit space, and it's going to cut this chunk out, but not delete the shape that was inside the erase volume. As you can see there. But if you just leave it in place, you could pull it out and do other stuff. But this essentially creates a seam line. And we can reset this shape. There's several ways to reset it. He hit the reset button here. There's the reset button here, or you can double click the the actual primitive icon, and that will also reset it. Adding something that is almost like a handle. L, let's say this is the hood of the spaceship where you pop it open, the engine is underneath. You would want maybe some kind of handle to hold onto. This could use some windows. So maybe this is another situation where our the split tool can come in handy. So we could split that. Put this back, split it again, push it back once more. Maybe we don't have windows here because it engines right outside. These little cutouts can be our window. Could cut out a shape the top of the roof here. And I'm thinking we could have we could put some, like, lights sitting on top of this cutout. Like a lot of trucks do. Or like, really any heavy duty vehicle, a lot of them come with light attachments on the roof of the vehicle. So let's switch over to the race tool and make sure we switch back to a race mode, so that chunk will be gone when we hit apply. So I need to press down shift in order to rotate and increments, but that's also conflicting with the hot key for switching to the smooth tool. But I finally got to do what I want. This will be lights. It's going to be two of them sitting right there. I'm making sure that I have everything de selected so that this shape comes in its own layer. I hit space to apply. And using that same shape, I want to cut out the the actual light, and then maybe put it back. 6. Cargo Bay Detail: We can move on to this back piece here. I think we could cut out a big chunk from the back. Switch to. Something like that, maybe. So the idea was that these would be more exhaust or jet exhaust events. But then I just realized we need a way for people to get in and out of the ship. So maybe a better idea would be to switch off symmetry, reset the position, so it's in the center and actually create auto for bay door. So Okay. So I'm going to use the split tool. I also want to cut out a chump here. Go back to the clay tool and add something here to imply ad like a hinge to show how this door opens and closes. I have it sitting somewhere in there. Make sure it's own separate layer. We don't want it to be merged with this larger shape. And we can use the split tool to create some seams oops. Make sure you have this hinge selected so that that's the only thing that's split. Because when I have nothing selected and you use this tool, it's just going to apply the split on everything. Actually, I'm just going to undo that last split. 7. Cockpit / Cargo Bay Connection: Want to cut out a chunk of this ship where it meets the cockpit. And that'll create a more believable transition, I think. Okay. Thanks. Huh. Something was off about the a tool. So I had to do a little reset. But no biggie, just reposition and try again. Trying to match the roundness to the cockpit. Okay. Now, let's apply. A, we don't have anything selected. We got to reposition it third time. Sometimes model has issues with remembering where you positioned your clay tool. It likes to reset the position if you click out of something or deselect or Yeah, deselect a shape and you return to the clay tool, it's in a different spot. So try that. Okay. That's all I was trying to do. Cut out this little shape so that this fits into this back shape neatly. Now, I'm going to use Control H to hide these massive engines. So I can kind of see better what's going on here. Oh. So let me see how this cockpit shape kind of stops here. So I want to add something to extend it. In fact, let's hide this. Position this Like, so and unhide everything, hide these again. And let's just go ahead and add this shape with small adjustments. Hey, go ahead and apply. And then we have this, which isn't perfect, but I can't see it. So that's going to sit better onto this piece. Just to make sure that we technically have a connection between these two pieces where the pilots would have a way from going to the cockpit to the back door here. Let's add this piece. I sure it's all of this. Okay. 8. Engine Detail Front: We haven't paid any attention to these engines in a while, so we'll get to that in a second. One more thing I want to do before we move on to the engines. Maybe lop off the corners of this back piece. With the symmetry on, let's see what that does for us. I just want the front of the engine to be unobscured. Okay. So that gives us that. Yeah, let's do something about the front of the engines. We need something I just realized the engine shape that we created by holding the space button and dragging our clay tool. We can actually achieve the same thing with the tool by pushing the round slider all the to 100%. And this is great because then I can create a whoops. Yeah, it's the shift key fighting between two different shortcuts. This is great because I can taper the shape like this. Then here, I also want some kind of opening. Like so. Press. Actually, before I do that, turn on symmetry. But actually, let me hit a ply and then after the fact, you can turn on this repetition, and then it's going to create an instance on the other side and that's different from symmetry. There's actually two pieces of geometry on both sides. This one, if you turn this off, the mirror is gone. So it's an instance, and that's indicated by these striped lines. So now that I have that, you need something in here. Maybe we'll cut out We'll cut out or carve out shape into the engine. We don't need this thickness. We want this to be smaller. We don't need to taper. Re size to match the shape of the inner opening here. Again, I want to extend it to the back and cut out an opening. Like so. 9. Engine Detail Overall: What are we going to put in there? We could either add fins like this or we could add cylinders. We at the top, at the bottom. Thing about the symmetry is it's not per object. I think it's just when it's on, it's on. So even when you create a new object, it's automatically turned on. So this could could get you when you didn't want the symmetry, but you still have it on. You just didn't remember. And s So I'm trying to say if I like this or you know what? I think what I'll do instead is just add a long piece, not even a fin, but just something that fills in that hole. Vertically. Maybe it has a taper. Okay, like that. Okay, Apply. Yeah, I like that. So we have the mass out of the ship more or less in place from here on, it's really just adding a bunch of details. You can do that pretty quickly with the split tool. You can also just add shapes. I want the back fin here, this fin on the top to be more aerodynamic. I'm going to the front corner there. Like, so. And then Let's bump up the resolution and gently smooth things out. By holding down the shift key. Okay? And then we'll do something for the back here. I could use the cylinder shape, and I want to create some cone shapes that are going to sit right in the center of the jet exhaust. I'd apply, and it'd apply. 10. Landing Gear: We've hardly paid any attention to the bottom of the ship. So let's imagine how it would land upon entering a new planet. Go ahead and save, be a good time to save since we made a lot of good progress. We can simply cut out a shape in the front here. Make sure you got the split tool mode on. And then we could use this piece, drag it out, and use it as part of the landing mechanism. And we can do something similar. Here. Let's say actually on this piece. It oops. I accidentally added the shapes. This is what I wanted to do instead these are this will be the part of the landing gear. I just want to make sure it's lined up with this front piece it is. And we simply need to add the mechanical parts that connect the landing pad to the body of the ship. Let's turn symmetry off. L et's reset our tool, so it's centered. Go easy on the edge smoothing. So I'm going to add that. Maybe this shape a couple of times on separate layers. Now, I'm creating the connecting pieces. Also on the separate layers. I'm going to cut out a ring shape to really help sell the idea that these are mechanical hinges. Probably combined these by right clicking and merging them. Emerge you again. And let's group this mechanical. I think you can do it by go right, hit this group button. Yeah. And then when you click this, it'll just select everything. Instead of you having to go through and select them individually, control D to duplicate and just copy it for the back landing pads. And then right click it repetition. Copy that instance this on the other side. Maybe this one's backwards like that. Yeah. 11. Conclusion: We got our landing pads. We got some details on the surface, and you could actually spend a lot of time adding way more detail, but I think this is good enough to add some color throw it into blender for a render. The top right button here, there's a color picker material. This is an easy way to apply color. If you want to? And the color picker. The color picker will just add a flat color, but if you go to the material tab, add scene materials edit properties, you can change the roughness, metallic and really play around with the materiality of your colors. So this is be one step above simply choosing a colors if you add a whole bunch of materials and then simply select a object and apply to selection You can go through the whole ship that way also. But I'll leave that to you. This is how you create a spaceship in substance modeler.