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1701 Enterprise TOS build

I hate your grid lines. But I hate everyone's grid lines. :) That's some really terrific work there MKF.
 
Top notch 3D art.

Upon which sources did you model your Enterprise to make her look so authentic?
 
Thanks guys, the bussards are thanks in part to physical modelers and refs I found online. I pretty much built them like they were in the real 11ft model. As for the look it is all surfacing. That and likely some of it is sticking a AO shader in a composite with the diffuse channel as a cheat right now to show the detail. Some of the WIP renders I did turn this off so you might see it where things like those fins next to the deflector do not really pop.

I have to say this is probably one of the HARDEST models I have made. Every single object had to be rechecked and compared to at least 2 or 3 sources before I could move forward. I guess that is why I usually stick to non canon designs. Going to be great hair-loss and ulcers when I do the D7 or ROM BOP. wwww


Update time slow going as I have to keep hunting fonts as the ship contains 3 so far one of which was a surprise as those waterline markings are NOT the registry font. Nearing being done mostly small details and cutting of decal like things onto the nacelles etc.

I think the list is
  • the side lights or ION pod thing
  • nav lights behind the shuttlebay sensor dome and tailpipe decal
  • Shuttle bay doors
  • Registry markings on saucer
  • nacelle decals and reg
  • swoop thing and red square on nacelle
  • Tuning of room lights and making the left side unique.
  • oh those nav lights on the side of the saucer!
  • and then texture mapping it all and applying proper materials to bits.

And that will complete phase 1 of this project.
Note nacelle caps are blotted to save on render times.

Full ship passes







misc WIP closeups





MKF, what's the radius of the curved bevel on your nacelle pylons? Or do you just eyeball it?
 
I hate your grid lines. But I hate everyone's grid lines. :) That's some really terrific work there MKF.
HAH it is dependent on view. They are on the saucer top and bottom and are suggested in the hull by grime breaks. KIM too they are only materials changes and are not extruded into the hull. I had thought to mimic the pencil but textures would not work and be a reasonable rez. (max sucks at this)

Top notch 3D art.

Upon which sources did you model your Enterprise to make her look so authentic?
All the online photos of the ship and HD caps off the BRDs of the original SFX not the cgi stuff. I also used blues from Carisimo and Sinclair. Neither is right on but having them both overlaid and comparing to photos should get yah into the ballpark. It is fairly obvious when you have the blues printed out and looking at photos. Just follow curvatures and make sure to verify anything you see with more than one photo ref. That whenus on the sensor dome is a good example. While I do know where it is from references outside a single photo do not exist publicly so with that judgement is it does not exist. ( I think i have linked to imgur galleries of my refs here if not check foundation3d when it comes back online)

MKF, what's the radius of the curved bevel on your nacelle pylons? Or do you just eyeball it?
If you mean the leading and trailing edges those are just half-rounds glued onto a rectangular board. Once of the resto images shows this. So it is all I did on mine. Split the rectangle and hinge from edge is the easiest way in max. I dunno if other apps have a similar modeling tool. I guess splitting a cyl and extruding one end will do the same thing.


Sorry kinda quit the forum, not liking this update and some of the allowed content that is not creator content put me off not to mention I have not really done much trek stuff lately.

To make this more than a reply post here are some randoms that I think are post the last update.


Stuff I forgot on the model






Also include some non model canon stuff. I am currently considering redoing the textures to reflect a realism model vs studio replica.


Some composites I forget if I posted them here or not.







See my blog or DA for descriptions or details.

ugh yeah really dislike this new software, don't want wysiwyg, I need to see the raw code! but not loose all the formatting options T_T Anyhow foundation3d or my blog which I think is in my sig should have anything else.
 
Well here we go.
I started fooling with the saucer first then realized after making the renders that I should zero out my lights, so some of the renders are really warm toned.

Depending on what I do with this model I will either just rework the secondary mostly and map out the deflector with proper textures and a few smaller parts or go over the while ship and move PAST the studio model and start detailing at the ships real scale. I mention the secondary hull as with some of the newish brd caps of the original footage has given us a small handful of very VERY low layer stills of the ship in a decent rez (grain and focal not pixels) I can see where I got lazy and was under a crunch to finish and left out a lot of grime. That is one key thing I need to work on is how to matte grime her up as some of these stills looks like they might have used some chalks or very matte paint to mimic space grime or carbon build up etc. I am also considering toning down saturation some to eliminate some of the heavy greens etc. Matching this adjustment across all the various maps is going to be fun. . . . . Wish I had done this in a way that it was all on one sheet but the file size would be ridiculous. I am also regretting some of the early planning of things such as stencils and overlaps. So I will likely have to render out some new templates and maybe rethink the UVW which well, sucks.

Link to gallery of mentioned ref images
http://imgur.com/a/cGAnI









 
Great Renders, the 1701 is always a great ship to model, its has just the right amount of detail to learn 3D Modeling.
 
Forgot to include this earlier, mostly because I was not sure if I should bother until I got more done or made some decisions on how I am working some parts of the texturing.

These renders do include some of the ideas I am messing with. Most of them are on the second image and only on the neck.





The neck might need redoing as the flattening process I had to use really warped it up. I could not get the walk to flatten it out consistently so those panels in the neck are all wiggly in the map to appear flat in render. heh. Wish there were easier ways to unfolded or roll out the mesh without altering ratios of each poly.
 
Maybe there will be some model AI that can see what you are trying to do and finish it in a few verbal commands.
 
That's great work. :)

I think, though, that people go overboard with the rust ring. Like the grid lines, it should be understated, almost invisible. Like when a jazz musician plays an "implied" note in a solo. You hear it, but it wasn't really there. Subtlety is the key.

Otherwise, outstanding work. Congrats! :techman:
 
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