orion-wars

Ship Visual Asset Brief — Blender Polish Pass

Archived starting brief for the original fleet-art session. That 24-hull pass is complete; later Dreadnought and Carrier prototypes expanded the asset set. The task was to use the Blender MCP connection to turn the game’s 24 original ship STLs into polished visual assets — surface features, bump/normal detail, materials, textures, and emissive glows — while preserving each hull’s silhouette, which is final and approved.

Context

Four-power tactical/strategic wargame (original setting, no licensed material). Browser-based game; the models will eventually render in the strategic map and watched tactical battles, so deliverables must stay real-time friendly.

Original source set: 24 files, six hulls per faction: Frigate, Destroyer, Light Cruiser, Heavy Cruiser, Battleship, plus one unique sixth hull per power (Earth Command Ship, Vraygon Monitor, Zandrax Corvette, Krelath Strike Cruiser). The Command Ship is now retired, Earth fields the Dreadnought, and Krelath also fields the Carrier. STLs are faceted low-poly with cosmetic engine pods; treat the silhouette as canon and add detail on top rather than resculpting.

Relative scale matters: the current point ladder is Corvette 1 / FF 2 / DD 4 / Strike Cruiser 8 / CL 10 / CA 16 / Dreadnought 16 / Carrier 16 / Monitor 20 / BB 32 — visual mass should read accordingly (the source models already step up in size; keep their relative proportions).

Species and design language (drives surface treatment)

Color schemes (per Chris — canonical)

Faction Base Accents Windows / highlights Engine glow
Earth Blue Silver White/blue glowing Orange-red
Krelath Green Bronze Yellow/green glowing Red
Vraygon Gold Blue Orange windows / red highlights Orange
Zandrax Red Gold Yellow windows / purple highlights Yellow

Windows and highlights are emissive. Engine glows are emissive and belong on the pod/nozzle geometry (pods are cosmetic in the rules — visually they are the engines).

Rulings

Suggested pipeline (adapt as the Blender MCP allows)

  1. Inventory pass: import each STL, fix normals/manifold issues, report poly counts. Keep originals untouched; work in assets/blender/ (create it) with one .blend per faction or per ship as convenient.
  2. Establish one faction material kit first (base PBR + accent + emissive window strips + engine glow), apply to that faction’s battleship, render a turntable/beauty shot for approval before propagating to the other five hulls. One faction at a time; Earth first unless told otherwise.
  3. Bump/normal detail procedurally where possible (panel lines for Earth, facet sharpening for Vraygon, plate/weld noise for Zandrax, carapace ridges for Krelath) so it scales across hull sizes without hand-painting 24 UVs.
  4. Exports: keep .blend sources, and export web-ready GLB (with baked or packed textures) per ship for the game renderer. PNG beauty renders per ship for review — consistent camera angle and neutral background so the fleet reads as a set.
  5. Check in with renders at each faction boundary; do not run ahead of a failed check-in (established project practice).

Session practicalities