Wow, scale model. You don't mess around.
Yech. That looks very unwieldy. I've been using a Spaceball (later versions made by 3Dconnexion) or one of its descendants since 1997, and I would never go without one. Just judging by that video, I think one of the bigger differences is that you'd never take your fingers off the 3Dconnexion devices, plus they just look easier to hold. Doesn't look like the axsotic device is in production yet anyway.I'll also get one of these "3D mice"
I'm happy with the nacelles, but I should have found something more "futurey" for the hull texture. I like how Vektor's looks like stainless steel in places, and his color variation has a sense of purpose, while I just sort of stuck stuff here and there to fill the negative space.That's not a mistake. And neither are the nacelles (which rock, by the way).
Wow, scale model. You don't mess around.
Well, its on the right, right?
I've long since painted those models...albeit somewhat poorly....I'll have to take some fresh pics and post em up here.
Yech. That looks very unwieldy. I've been using a Spaceball (later versions made by 3Dconnexion) or one of its descendants since 1997, and I would never go without one. Just judging by that video, I think one of the bigger differences is that you'd never take your fingers off the 3Dconnexion devices, plus they just look easier to hold. Doesn't look like the axsotic device is in production yet anyway.
@Vektor: Those three polaris wips really demonstrate the technique. I'm floored. If you ever browse through conceptart.org you'll see breathtaking works of art, but nothing as clean as yours, and many of those guys are seasoned pros.
I don't know what your 9 to 5 is now, but unless you really love it, start browsing help wanted ads for graphic designers, desktop publishers, concept artists, etc. Get a foot in the door. Life is too short to waste on work we don't love. Ditch your job. Get a career. And don't worry about taking classes to hone your skill, get the job and you can develop as an artists while getting paid for it![]()
I'm hesitant to post this here, as I'm new and don't want to step on any toes, but I'd really like your impressions of my own Enterprise F.
Reading your site you model in 3ds Max and render in Lightwave? What modeling techniques are you using? (Poly Extrusion, Nurbs Lofting, Primitive Booleans, etc) and what texturing methods are you using? My UV unwrapping skills are virtually non existent, so I tend to texture everything with pure orthographic planar textures, and I try to model with this in mind to avoid excessive texture stretching on the opposite axis, but really I just need to learn how to unwrap UVs properly, though the process may be different in Max than it is in Maya.
I visit ConceptArt.org quite frequently and even link to it from my own blog. There's a lot of amazing artwork on there and, let's be honest, much of it is far superior to anything I've ever produced. That's okay, though; it just gives me something more to aspire to.
You're preaching to the choir, brother, but Spokane, Washington is not the place to find that kind of work, and relocating somewhere else would be difficult for me right at the moment. Among other things, I have a house that's still half torn apart that I am trying to put back together so I can either refinance it or sell it. Once that's taken care of and I'm a bit less tied down, then I'll see what I can make happen.
I really liked your design. I give it huge props for originality and finding a new way to arrange and interconnect a set of parts that I would have thought had been reconfigured in every possible way a long time ago. I thought I was being pretty clever with my own design by switching up to four nacelles and integrating the primary and secondary hulls the way I did, but one of my first reactions upon seeing certain details of your version was, "Why the heck didn't I think of that!?" For example, the unification of your bussard collectors and your warp grills into a continuous element with a simple color transition to differentiate them.
If I had to criticize anything, it would probably be an overabundance of windows. I would have used a lot less of them and broken them up a lot more.
There's also something about the position of the nacelles that doesn't look quite right to my eye, but I haven't really been able to decide what it is or what I would do differently, so you can take that one for what it's worth.
I do both my modeling and rendering in 3ds Max. I've never used Lightwave, though if I were ever going to learn another software package that would probably be the one.
The technique I probably use the most often is subdivision modeling, sometimes called meshsmoothing or box modeling. In fact, I don't believe there's any way I could have built a model as organic as the Grandeur without it.
I don't use it for everything, though. For example, all the most recent work on the Grandeur's nacelle pylons was done with a combination of extruded splines, mesh editing, freeform deform modifiers, boolean operations, and a lot more mesh editing. It's just a matter of using the right tool for the job.
As for texturing, that's a whole different animal and one I'm not really qualified to be teaching anyone else about. I think I have a pretty good handle on the process of actually creating the textures, but UV mapping beyond a fairly basic level of sophistication is something I just haven't taken the time to learn. I still manage to get pretty good results with it when I set my mind to it, at least on relatively simple projects like my old USS Constitution mesh or my redesigned TOS Enterprise, but the prospect of texture mapping the Grandeur is something that frankly gives me nightmares to contemplate. Like everything else, I assume I'll just figure it out when the time comes and slog my way through, but I have a feeling it won't be anything like easy or fun.
Hey Fuzzy how is your small model of your design coming out?
Cool post them when you can. It has to be hard modeling at that scale.
That's very surprising. I use SubDs in Maya sometimes, but only for completely organic shapes. I can't ever get them to form corners, only smooth shapes and blade shapes, so either I'm not getting something, or they work significantly different in Maya than they do in Max.
Works the same in Maya, you have to add edge loops near your corners. The closer the loops to the edge, the tighter the corner. Once you get how Sub-D works, it'r really pretty simple.
even the reliant.What I feel is really shocking though (which I'm surprise no body has, to my knowledge, brought up) is that most entries seemed to have forgotten a feature that every Federation starship has had, which is the saucer separation capability.
I wish I could say that I am sort of warming up to your design... Okay maybe I am. A little bit. But when I compare her to her supposed predecessor, I cannot help but feel that she lacks much grace of the Sovereign class. I think that where she really lacks in the aesthetics department is around the area where the saucer and engineering sections blend with one another. The deflector dish area isn't among the prettiest of all designs that I've seen either... Don't get me wrong, you're obviously a very good 3D modeler.
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