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You could use external references to try and mimic certain design features to help aesthetically. It doesn't help that the game is limited to just 5 angles. Ships designed for combat should have layers of armor and gaps surrounding critical blocks. Ships designed for efficiency should be minimalistic.
Internally, you should always plan for your conveyor paths and the space needed for larger blocks.
over the past few years, ive started adding more to my design. usually this is simply adding more slopes in odds and ends locations.
this can add a lot of personality and depth to your ship with a handful of key placed things.
but yea function over form will create a borg cube almost everytime ;o)
Many of my ships undergo long periods of "evolution", where they start off simple, and I think of different tweaks on different days that make them look and / or perform better, eventually becoming pretty cool IMO. I'm by no means the best designer out there, far from it, but I'm happy with most of my ships. And the ones that never make me happy end up getting scrapped.
https://steamcommunity.com/sharedfiles/filedetails/?id=3142715049
https://steamcommunity.com/sharedfiles/filedetails/?id=3370394887
(Just a couple from my bigger fleet)
= Doing so gave me more experience.
Also looking at the Workshop and SE screenshots/Artwork links on top of the Forum always give me good ideas, some are very good at this and are real inspiration.
This video may help you add more deatails :
Tips for Adding Detail in Space Engineers | Detail Reference Guide
https://www.youtube.com/watch?v=jGTj6rVkK-0
Here is a drawing made by a friend, he sent me the drawings he made and I did my best to Reproduce :
https://steamcommunity.com/sharedfiles/filedetails/?id=3401257166
https://steamcommunity.com/sharedfiles/filedetails/?id=3394639573
You will get better if you keep trying to Reproduce existing ships / images found on the Web.
Worth trying and then mastering for being very handy later. Gives very practical, industrial-looking, compact ships. This saves framerate and tick rate, PCU if limits are active, resources for building, then energy for creation and operation.
Extra benefit is that you get to consider every detail of every block and system over time, then consolidate it into a skill. Try often, and you will be able to mix up a pretty ship without any prep at all right on the spot in the world you happen to play at.
An example from recent build session:
https://steamcommunity.com/sharedfiles/filedetails/?id=3413794419
A container lifter. Was designed by arranging system blocks as connected with conveyors as possible, armour blocks being used as filler, cover, smoothing. Exploded view on screenshot shows blocks deemed minimum necessary:
• Full remote control functionality, seated manual control;
• Hydrogen system — supporting ice refueling, O2 for pilot, H2 for thrust;
• Two thruster gondolas are a system themselves — same as two lateral RCS maneuvering blocks but squished, with smaller corner blocks placed as is.;
• Rotor holds big maglock panel and aligner merge block;
• Docking spot — same merge trick for small ships.
Arranging these parts with as few extra conveyors already gives a flyable ship. Then you can make a new iteration with extra armour blocks, as well as re-do some parts on the current one. Further, it is nicely shapeable into a different ship, maybe a sleeker one, just needs moving parts farther apart and adding shaped armour.
More trying — more learning. And same for more looking. That is how you turn the current box into a fine-tuned functional and pretty form-fitting box :D
Also, if it's a drilling ship, you just need to resign yourself that it will be fundamentally boxier due to drill placement.
I tend to look at genres like The Expanse and Starship Troopers for design ideas, since these are easier to incorporate into SE's block system.
Whether it will look like a box depends on how you distirbute the internal modules and corridors. If you really trying to make them fit into a box shape, then you will naturally end with a box.
2. Decide what systems you need to meet those requirements.
3. Cram all those systems together.
4. Optionally, add a boxy hull around those systems to protect them from dirt and bugs.
5. Slam on the cockpit, preferrably connecting it to the conveyor system, so you can access snacks.
Profit.