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Concept Wip 42.33935b

Still working on this. Didn't get anything done last weekend. I was busy playing Star Wars: The Old Republic beta weekend. Man, when that game comes out I am going to have no life.

tallshipthrusters.png

tallshipthrusterside.png
 
That's a very nice 'skin' you've made there. ;)

She reminds me, in a good way, of the profile of the Excelsior class starship, especially with that nice solid, beefy neck. Very large, powerful looking thrusters spaced around the hull make me think she can run rings around bigger ships.

The forked nature of the secondary hull towards the nether end of the ship is quite pleasing, though it contrasts with the rest of the hull just a tiny bit to my eye for a reason which I cannot clearly define as yet. Perhaps as the design progresses it will disappear as an issue.

The Bridge actually is rather reminiscent of Star Trek Onlines basic bridge designs, though none of them have this precise layout. This is a far more evolved version, though, which much better flavor.

I think this design needs a tiny bit of... Clutter, for want of a better word. A rail or two, or perhaps a table along the lines of what we saw on the NX-01 or the original Defiant might work, but the way its laid out that'd be tricky even if you think the idea is worth beans.
 
The bridge is just a quick mockup. The completed bridge would have railings and other clutter like maybe a small console for the captain.
 
Back when I tried the early access before the game officially opened, the worst issue with the bridges was the scale. It felt like your character was about 2 feet tall. Did that ever improve?
 
Are those eylets...insets to either side of the bridge exterior? Sensor openings or fairings? I can't tell if they are inset or housed over...
 
I really like the way the grille on the neck wraps around the back, but doesn't go completely around. That's very visually interesting.
 
Back when I tried the early access before the game officially opened, the worst issue with the bridges was the scale. It felt like your character was about 2 feet tall. Did that ever improve?

That was a bad call on their part. Had to do with the camera and figure AI of their engine. It was built around "wide open spaces" and didn't work very well in corridor scale.

They've incrementally fixed the AI but haven't got all the bugs out. When they do get all of the issues resolved, which they seem to expect soon, they will finally turn their attention to... Churning out new content. Fixing the interior set scales is not a major priority at Cryptic.

I don't mean to be all sour apples about it. Cryptic is a small firm that is still growing out of "we're taking a loss in operations." Growing well, even in this crappy economy. But still small and strapped for resources. Now that they've gone Free to Play, they have to churn new content if they want to reach profitability. That doesn't leave much time for fixing interior scales.
 
Dusted this off and did some work today. Working on a new nacelle design and also replaced the bridge structure.

boundlessnacelle.png
 
More work on the nacelles. Not the greatest images. My video card is dying it seems. Renders are coming up with odd things like the background in this first image should be dark blue/black. Also getting errors in windows. Sigh, really can't afford a new video card right now.

boundlessnacelle2.png

boundlessnacelle3.png
 
Good impulse design to merge neck and saucer. The aft of Excelsior style necks can seem rather spare--and you have filled that out nicely. This impulse set up looks even better than the smaller neck/secondary hull-based nacelle on the Probert Ambassador mesh--though I like the saucer based version fine in that it can be used after saucer sep-
 
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