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WIP: U.S.S. Bozeman revisited--aka Unused TSFS Ship Design.

After noting that there seems to be some confusion over the size of the ship, I realized that the way I handled the top of the saucer made decks four and five (or so) look like the deck two superstructure, and the real deck two look like the entire bridge. Oops. So I removed some control points to eliminate the seeming seamline between the two and added tubolifts to the bridge dome to help identify the components. I think it's clearer now what's going on. For the record, I'm intending this to be the same size as the Reliant--two decks on the edge of the saucer, and that kind of thing.

Got a start on the UV maps today, as well as continuing to add nurnies and crap all over. I took the advice about the secondary hull position, but split the difference by only moving it forward part of the suggested distance and legnthining the nacelles to compensate, which gives a better look overall.

UVs:


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Lot's o' detail:


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Updated top and side views:


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Just FYI... I'm loving this. It looks fantastic, and very "trekkian."

I'm curious... I think I recognize the software just from the appearance of the renders, but I wanna find out if I'm right... so, what are you using? :)

My only "quibble" with the design as you have it is that, like the Grissom, it seems to need a better way of getting between the two hulls. Perhaps you can make the element going down from the "saucer" a bit thicker to accommodate lift-shafts and stairwells?
 
I re-looked at the original concept art, and it looks (from the limited view) that it goes straight back to the nacelle pylons; from there, it slopes at an angle from the pylon to the end of the impulse engine. The saucer is normal size, but the engine does look a bit over-sized here, perhaps 1.5 or 2x size in width. It looks as if it does extend outward from the hull itself, which to me looks as if it should end at the pylons.

That said, I like your fleshing out of this vessel, and I look forward to seeing this ship fly!

James

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The circle, square, rectangle? :)

Perhaps you can put a guy walking around in a conference lounge as a nod to the TNG credits?

James

Some more work on the secondary hull. I had to refreeze and redetail the lower half at a higher level of detail to compensate for some smoothing errors that had begun to creep in. So this is actually a new, improved, much higher-resolution mesh. With windows!

Also:spot the Constitution-class starship component. :D


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Just FYI... I'm loving this. It looks fantastic, and very "trekkian."

Thanks. :D I'm glad a trained engineer likes it.

I'm curious... I think I recognize the software just from the appearance of the renders, but I wanna find out if I'm right... so, what are you using? :)

Write your answer in an envelope to be opened by the judges after I reveal the truth!

LightWave 3D 9.3

My only "quibble" with the design as you have it is that, like the Grissom, it seems to need a better way of getting between the two hulls. Perhaps you can make the element going down from the "saucer" a bit thicker to accommodate lift-shafts and stairwells?

Several other posters have already brought this up, actually. I did check, based on the sizes of the turbolift bumps on the bridge, and a lift would just fit through as-is, though it would be a tight squeeze. But I figure, what's an ILM Trek design without at least one incredibly stupid design element? :p

I re-looked at the original concept art, and it looks (from the limited view) that it goes straight back to the nacelle pylons; from there, it slopes at an angle from the pylon to the end of the impulse engine. The saucer is normal size, but the engine does look a bit over-sized here, perhaps 1.5 or 2x size in width. It looks as if it does extend outward from the hull itself, which to me looks as if it should end at the pylons.

If I understand what you're saying, I think I received a very similar suggestion via PM some time ago, which led me on that alternate saucer design that I explored for a while. I see the point, but in the end, I'm hapy with the interpretation as it stands. Plus I'm not sure it's really possible to build the ship as it's depected in the painting as a 3D object.

The circle, square, rectangle? :)

And the three circles with sensor dishes in them--a nod to the three light circles on the fornt of the Constitution's saucer, which fannon says are forward sensors.
 
You are doing a superb job with this ship. I liked it a little better when you added the interconnecting dorsal. It doesn't seem logical for the turbolifts to travel diagonally down the other connectors. But I am looking forward to the finished ship. Just one more thing, are you going to add a deflector dish?
 
Finally had a chance to do a few updates to the ship. Nothing earth-shattering, just more detail.


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A small suggestion... take it or leave it, obviously...

But the "bank-o-windows/bank-o-scanners/whatever" on the edge of the saucer is just too familiar, as far as I'm concerned. Looking at that, part of my brain is saying "well, it's just the Enterprise again." I know it's not, I'm just sayin'...

I'd recommend playing with the edge configuration a bit... different combinations, whatever... to make it less "Enterprise-like" in that one area.

Otherwise, I definitely like everything, though.
 
^Well, I'm operating under the assumption that this arrangement is Starfleet standard for windows...the Reliant had the exact same layout, too.

(Edit: By the way, what software did you think I'm using?)
 
^Well, I'm operating under the assumption that this arrangement is Starfleet standard for windows...the Reliant had the exact same layout, too.

(Edit: By the way, what software did you think I'm using?)
It did look like Lightwave... lightwave's untextured "gray clay" appearance is fairly easy to pick out, isn't it? :)
 
It is; I must confess to having a soft spot for the LightWave "clay render" look, though thanks to Redspar's images, I'm starting to warm to 3D Studio Max's buttery, almost luminous GI renders. Guess it's fortunate since I've been assigned to learn Max at work. :lol:
 
As someone who is in an eternal love/hate relationship with Lightwave, I'd be curious to know to what extent you use subpatching in these models. Is it a case of just getting the main shape out then all poly work after that? Also how contiguous the model is, since I tend to have issues with my parts looking like they don't quite connect if the geometry is just overlapping rather than all one shape.
 
It is; I must confess to having a soft spot for the LightWave "clay render" look, though thanks to Redspar's images, I'm starting to warm to 3D Studio Max's buttery, almost luminous GI renders. Guess it's fortunate since I've been assigned to learn Max at work. :lol:

The latest renders of my ship I posted I used Maxwell's renderer. It does very accurate lighting/shading/outdoor environments. It's great for clay renders but it is slooooow. I also like Mental Ray renderer which comes standard with later versions of Max as it is very flexible. When I get to texturing my ship I'll probably switch back to rendering in Mental Ray.

If you click on my signature link you can see some of the other stuff I made that was all rendered in Mental Ray.
 
It looks great... except for the windows... it looks like they are just stenciled into the surface ... I'd inset them a bit
But other than that: top work :)
 
It looks great... except for the windows... it looks like they are just stenciled into the surface ... I'd inset them a bit

They are inset, actually. Not by much, but I was being cautious about wrecking the sense of scale by overdoing small details like that.
 
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