Ideally I'd like to have all the modeling completed tonight, but I have to also put in overtime at work, so I don't know if I'll make it. They've been working me to the bone for 2 months. If not tonight, certainly in a couple of days modeling will be done. Then I will move onto the paint job.
Beautiful; everything is sub-D, right? I'd love to see some wires to see your approach to cutting rectangles into complex curving surfaces. I still, even after years of modelling, struggle with pinching and messy edge flow.
I edited my previous post to include two 4K renders of the wireframes at the bottom. The entire model is not Sub D, at least 90% is.
Yeah that's beautiful. I said this before, but I love how the bridge isn't at the center of the saucer.
A "subdivision surface" is a type of 3D modeling where the polygons that make up the model are guides for mathematically smooth surfaces, rather than making up the model itself. Here are a couple articles that go into it on a more technical level, but they also have images that show what happens when a model is subdivided in a way I can't describe in words. https://en.wikipedia.org/wiki/Subdivision_surface https://graphics.pixar.com/opensubdiv/docs/subdivision_surfaces.html
TL;DR: It’s basically a way to model anything organic, curved, or that is composed of lots of complex shapes in a reasonable timeframe without losing one’s hair and/or liver (to cirrhosis).
Holy shit...... That is stunning. Between this, Floodcasso's scoutship, Donny and Rekkert's interiors, the fan art section has been blowing up with amazing CGI stuff this week.
Before I moved onto the other textures of the ship, I wanted to make sure I was happy with the shaders on the edge of the saucer. I think I have it now. Including some subtle color pearls like in TMP.
I had to backtrack a bit to fix some details of the ship I had gotten incorrect the first time. But now I've got the model to about 60% textured.