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Viper's miscellaneous Star Trek projects

So if you have those windows on each catamaran, does that mean there's two separate arboreta? Maybe make one side the arboretum and the other side the rec deck.
 
I am tidying up a few last details before texturing. First off was the cargo bay control room. The old shape wasn't what I wanted. I think this new one is better:

kusanagi200.jpg


The second one is the bridge structure. The plates behind the bridge were supposed to have greebles so I started on them:

kusanagi204.jpg


I'm not sure if this is good though. I wasn't planning on doing greebles on top of that room at the back, but now it feels empty. Any thoughts? Ideas?
 
Maybe add a seam that frames the windows, goes over the edge and includes like three quarter of the empty space on top? So that it looks like the windows and a part of the "roof" are one panel. But honestly I would probably not have noticed this space as empty if it wasn't mentioned.
 
I noticed the hull plating pattern on the saucer and would like to know if these are procedural textures. I am desperately trying to recreate something like this without having to use UV-maps. Because I am lazy. For the secondary hull it is not a big problem I think, but I dont know how to make a circular pattern.
 
Maybe add a seam that frames the windows, goes over the edge and includes like three quarter of the empty space on top? So that it looks like the windows and a part of the "roof" are one panel. But honestly I would probably not have noticed this space as empty if it wasn't mentioned.

I tried that but there were both modelling issues and I didn't quite like how it looked. I think my final solution works. See below.

I noticed the hull plating pattern on the saucer and would like to know if these are procedural textures. I am desperately trying to recreate something like this without having to use UV-maps. Because I am lazy. For the secondary hull it is not a big problem I think, but I dont know how to make a circular pattern.

Afraid not. The saucer is the part that I least rely on procedural textures. I actually did the full aztec pattern for it and exported as a mask to use in Substance Designer. All my parts are UV mapped as well, otherwise I can't really use Substance.

I tried a bunch of different things yesterday and in the end this was the least problematic:
kusanagi207.jpg


I also added the last bit of greeble here:
kusanagi208.jpg


Today I'll try to UV map the last few pieces and start texturing :)
 
All the touches you added feel natural and enhance the ship overall B)

I don't mind the greebles... it's a sort-of tie connection to the Miranda you're paralleling, but it's not so overstated to get as bad as the Constellation. The only other detail I can think of to use in that space is to look at the Refit Enterprise's 'mid-back' area in front of the pylon connectors but behind the ship's neck to the saucer section. *shrug*
 
So, I spent the last few days texturing everything. The ship is more or less finished. Still a few details to work on like the deflector dish, and I need to start cracking on those interiors, but this is it for now :) Space renders coming later.

kusanagi238.jpg

kusanagi239.jpg

kusanagi240.jpg

kusanagi241.jpg
 
Yeah she needs some details under the booms and under the shuttlebay I think, but the registry really makes her look good. Can't wait to see her ultimately finished... oddly feels like an evolution on the Phobos.
 
Yeah she needs some details under the booms and under the shuttlebay I think, but the registry really makes her look good. Can't wait to see her ultimately finished... oddly feels like an evolution on the Phobos.

Yeah, you may be right on those details. Ultimately, this is a ship that will never really be finished so I'll keep working on her here and there. For now, I'm satisfied with how it looks, or at least, it's good enough to use in some renders :)
 
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