MAS WORKSHOP / Spacecraft

A spacecraft workshop between the model and the game

A convincing hull is only part of a spacecraft. Engine direction, weapon placement and a readable silhouette help turn the model into a design with purpose.

By Martinez AI Studios · Reviewed October 24, 2026

Read the hull before placing components

Identify the intended forward direction, the main axis and the large surfaces that define the silhouette. Look at where an engine would physically connect, and whether a weapon has an unobstructed line of fire. Symmetry helps with consistency, but it should follow the design rather than force every ship into the same arrangement.

Workshop supports general models and a dedicated ship workflow. Its model tools allow up to 16 engine and 16 weapon attachment points, with position, rotation, duplication and mirroring controls. Start with a small number of intentional points before filling every available slot.

Make orientation a first-class check

A point in the correct location can still face the wrong direction. Inspect the component from multiple views and compare it with the ship’s intended motion. Mirrored points need particular attention because position symmetry does not always imply the right rotation.

Use the local flight and combat test to give the configuration context. Moving and aiming can reveal problems that a stationary view hides. The test environment has its own behavior; it is not a complete campaign or a ready-made multiplayer game.

  1. Confirm the hull’s forward direction.
  2. Place one engine and inspect its orientation.
  3. Duplicate or mirror only after the first point is correct.
  4. Add weapons where their direction and spacing make sense.
  5. Save a separate configuration and test the exported model.

Know what a GLB carries

Geometry, materials and supported animation data are different from a game’s runtime systems. Thrust effects, projectiles, combat rules and shield behavior are not automatically portable simply because they appeared in a viewport.

Workshop can save a complete GLB or a configuration for the model. Your destination game still needs to interpret relevant metadata and implement the effects and logic it uses. Test the actual integration rather than treating the preview as an engine compatibility guarantee.

Present a design decision

A strong ship showcase gives viewers time to see the form, then reveals the relationship between the hull and its components. A short orbital view can communicate that more effectively than rapid cuts.

The gallery uses studio examples from CONTRABAND 2 where available. They illustrate a model workflow; they are not an asset pack included with a Workshop purchase. Bring your own compatible models and build a presentation around what makes each ship different.

See the animated dragon, spacecraft and sample video →

Use Workshop to connect inspection, component placement and presentation before integrating the result into your game.

Start with MAS Workshop for US$10 →

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