You use blender, right Yoda?
What I do is to first set the camera behind the ship at a 45 degree angle (or whatever--it looks like it should be more like 30 degrees from the top to me, but I ain't a professional here), give it a square viewfield zoomed and centered on the ship, a black background, and set up the lighting as here. I used the sun-type lamps for both and it looked okay.
Then, in object mode, add an armature, and set it facing the direction of the ship.
Now select everything you want to have rotate (i.e. not the lights and camera) as well as the armature, and then shift-click the armature again to highlight it. Then go to Object->Parent->Make Parent (or press ctrl-p) and select the armature. Now everything should be linked to the armature as you fiddle with it.
So, now would be a good time to select SR:1 Animation from the display type drop down menu at the top of the screen. You should have a window with your ship and armature and stuff as well as an animation graph window on the right. Now all you have to do is make sure you are at the first frame (the frame you are on is the number that changes when you press the left and right arrow keys), select the armature only, hit the 'i' key and set it to key the rotation. A blue line should appear on the graph to show the angle over each frame. Now before going ahead to key other frames, you are going to want to either right click on the line, or click on the RotZ box on the right, and then go to the curve menu, and go to Interpolation Mode->Linear. That will make your model move at a constant rate between key frames. Now, you just need to set a few more keyframes by scrolling ahead to the proper frame, rotating the armature the proper amount, and hitting the 'i' key to save the rotation in the animation. I use 90 degrees (right) at frame 10, 180 degrees (down) at frame 19, 270 degrees (left) at frame 28, and 350 degrees at frame 36. I think you could get away with only 3 key frames, but any less than that and it will interpolate the shortest path, i.e. spinning slowly the wrong way.
Now when you render the animation, it should output it to some directory as a series of numbered images, 0001, etc. On my computer it is c:\tmp. These need to be put in a single graphic file tiled, in the proper order, which is clockwise starting with straight up. The best way I've found so far is to use the create panorama feature of Irfanview to stitch the images into row and then the rows into columns. Irfanview which is freeware, but unfortunately is windows only, so that might not work depending on platform. However, there's almost certain to be plug-ins for photoshop and the like that do similar things. Actually I had a gimp plugin at one point where all I had to do is paste everything into different layers and it would tile it out properly at some point, but I got a new computer and can't seem to find it again.
Once you get the main image tiled and scale it down to the proper size, you'll need to make a mask. What I do is do another animation in blender only I set the background white, turn off the lights, and turn off raytracing in the scene menu (so the reflective stuff doesn't pick up the white). This should give you a nice black on white ship outline, which will need to be inverted, but all in all works pretty well. Well, you'll need to tweak it so that everything's either black or white and to get the edges right since Nova doesn't support partial transparency. I'm not very good at doing precise looking edges, but I think there's a couple topics with tutorials somewhere around this webboard.
Anyway, I don't know how much you know to begin with, so i just kind of threw everything I know out there, but maybe it can be a bit of help to you. at least i hope so, those ships look pretty sweet. Good luck!
This post has been edited by Keldor Sarn : 28 May 2008 - 03:11 AM