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Abram's Enterprise, Version 4

A few suggestions:

- Tone down the nebula backgrounds. Every single one of your images uses some kind of colourful nebula in the background. If used badly, it looks horrible and very computer-game like, which I believe is how your pics look. 95% of Star Trek space scenes are plain black with white stars. Sometimes simplicity is best and lets people concentrate on the subject matter, not some pretty background.

- Speaking of the background, you need to find a better starfield. Yours is very low-res and blurry. Doesn't look good. Pay attention to the starfields in recent Trek movies and the Star Wars prequels and try to recreate.

- Lighting (and texturing) is what makes a scene look good and realistic. Not modelling. The Enterprise can have bumps all along the saucer, or green nacelles and it would still look realistic if you get your lighting right. Work on using shadows to better effect.

- You seem to like using white glows around ships/asteroids and other objects... why? You'll never see anything like it on TV or in Trek films, it just looks odd. If something is very close to a bright sun, then maybe, but just to have these objects with a white border looks strange and totally wrong.

- Your latest Saturn photo is definitely the best you've done and looks nice. Tone down the deflector glow, turn OFF the glow on the rings, get rid of the nebula background, make the shadow on the rings black rather than 30% opaque, and tighten the glow on Saturn, it's too big, cut it in half.

- A lot of your textures are very low-res and it makes the ships look like they're from a computer game. Try tweaking them to get them sharper and with more detail.

- Drop shadows/glows are a HUGE no no in the design industry. So things like having a blue glow around the delta, or around 'May 8' looks terrible. Look at official Trek 2009 designs, no glows, no drop shadows.

- Don't ever use Photoshop lens flares again. Unless they're INCREDIBLY subtle. Cheap, overused and a total cliche.

- Be careful of making the Enterprise too white. It was a fairly dark metallic grey ship in the film. And the extreme white ship combined with the poor lighting means your models look like they're just photoshopped and composited onto backgrounds, rather than part of the scene.


I don't want to sound harsh or patronising, I'm just trying to help and offering some suggestions. I admire your passion for this, and with a little work I think you could come out with some really lovely images. Your Saturn pic is very nice already.
 
A few suggestions:

- Tone down the nebula backgrounds. Every single one of your images uses some kind of colourful nebula in the background. If used badly, it looks horrible and very computer-game like, which I believe is how your pics look. 95% of Star Trek space scenes are plain black with white stars. Sometimes simplicity is best and lets people concentrate on the subject matter, not some pretty background.

- Speaking of the background, you need to find a better starfield. Yours is very low-res and blurry. Doesn't look good. Pay attention to the starfields in recent Trek movies and the Star Wars prequels and try to recreate.

- Lighting (and texturing) is what makes a scene look good and realistic. Not modelling. The Enterprise can have bumps all along the saucer, or green nacelles and it would still look realistic if you get your lighting right. Work on using shadows to better effect.

- You seem to like using white glows around ships/asteroids and other objects... why? You'll never see anything like it on TV or in Trek films, it just looks odd. If something is very close to a bright sun, then maybe, but just to have these objects with a white border looks strange and totally wrong.

- Your latest Saturn photo is definitely the best you've done and looks nice. Tone down the deflector glow, turn OFF the glow on the rings, get rid of the nebula background, make the shadow on the rings black rather than 30% opaque, and tighten the glow on Saturn, it's too big, cut it in half.

- A lot of your textures are very low-res and it makes the ships look like they're from a computer game. Try tweaking them to get them sharper and with more detail.

- Drop shadows/glows are a HUGE no no in the design industry. So things like having a blue glow around the delta, or around 'May 8' looks terrible. Look at official Trek 2009 designs, no glows, no drop shadows.

- Don't ever use Photoshop lens flares again. Unless they're INCREDIBLY subtle. Cheap, overused and a total cliche.

- Be careful of making the Enterprise too white. It was a fairly dark metallic grey ship in the film. And the extreme white ship combined with the poor lighting means your models look like they're just photoshopped and composited onto backgrounds, rather than part of the scene.


I don't want to sound harsh or patronising, I'm just trying to help and offering some suggestions. I admire your passion for this, and with a little work I think you could come out with some really lovely images. Your Saturn pic is very nice already.
Thanks for the criticisms. :) I'm going to try to answer most of them, with thoughts on why things are the way they are...

Nebulae: I'm trying to find a balance, here... I don't want to replicate "realistic" depictions of these ships, and I've been trying to make more of a colorful art kind of look. I know I get carried away, sometimes. :)

Starfield: So, you think it's too blurry? I made this one after following a tutorial, and it looked strange with the pinpoints being super sharp, so I added a very slight blur to them. Maybe I overcompensated... I'll try to do a few renders with the sharp one, and see how they turn out.

Saturn Photo: I'm going to revisit this, and tweak it some with some of the suggestions you've given me.

Glows / Lens Flares / Shadows: I have a problem with making things glow, also. My brother always comments on this... I think it looks neat, but I know most people don't go for it. In that one poster, that was the first time I think I ever used a Lens Flare. I'll remember that in the future. :)

Textures: This is something I'm working on... This version of the enterprise has the best textures so far, being that they are much larger and sharper than I normally use. The one on my saucer rim is definitely too low res, especially in a close up shot.

Don't worry about firing criticism my way in the future. It's good for me. :) I am trying to improve, all the time. I've come a long way in a year, and I hope I get as far in the next one. :)
 
Hey Madman, I've got some measurements for you. I know at this late date it might mean starting from scratch, but if you're determined to make it as close to the shooting "model" as possible it should help (esp with proportions).

Length: 2500 feet. Saucer Diameter: 1100 feet. Ship Height: 625 feet

http://www.experience-the-enterprise.com/ww/

This is official background information from the "webcam and picture" interactive site.
 
Hey Madman, I've got some measurements for you. I know at this late date it might mean starting from scratch, but if you're determined to make it as close to the shooting "model" as possible it should help (esp with proportions).

Length: 2500 feet. Saucer Diameter: 1100 feet. Ship Height: 625 feet

http://www.experience-the-enterprise.com/ww/

This is official background information from the "webcam and picture" interactive site.
hmm, i was reading about that... I still don't think they made it that big, but I guess anything is possible.

As far as my model goes, I didn't really give it a real "size". It's just eyeballed anyway, and I'm building other ships in rough proportion to it. :)
 
Hey Everybody!

I decided to release this version on my website tonight... If you would like a copy you can get it from my downloads page...

MadMan's Shipyard | Downloads

There are two files there... One is the native Blender file, and the other contains Lightwave, 3DS, and OBJ versions that I exported. I hope those work ok, as I have no way to check them...

If it doesn't download the first time, try again. Sometimes my web host drops out.... I was able to download the files, though.

I hope everybody likes it. :)
 
Did you use the native export scripts in Blender? I'd be interested in hearing how they work out for folks using your model ... I have some projects I want to upload to TurboSquid.
 
Did you use the native export scripts in Blender? I'd be interested in hearing how they work out for folks using your model ... I have some projects I want to upload to TurboSquid.
I did. They claim to preserve UV coordinates and everything... but I'm sure it can't be as easy as it should be. :)
 
I did. They claim to preserve UV coordinates and everything... but I'm sure it can't be as easy as it should be. :)

Yeah, they're wrong. :lol:

3547978258_dce6a78ba0.jpg



On the upside, the mesh opens fine in LightWave. Other than needing to set the smoothing angles for the surfaces and an unaccountable sluggishness when trying to edit the mesh, it looks like it came through fine.
 
I did. They claim to preserve UV coordinates and everything... but I'm sure it can't be as easy as it should be. :)

Yeah, they're wrong. :lol:

3547978258_dce6a78ba0.jpg



On the upside, the mesh opens fine in LightWave. Other than needing to set the smoothing angles for the surfaces and an unaccountable sluggishness when trying to edit the mesh, it looks like it came through fine.
Wow, that's horrible. :)

I guess it won't be too bad to re-map the textures...
 
Don't worry about firing criticism my way in the future. It's good for me. :) I am trying to improve, all the time. I've come a long way in a year, and I hope I get as far in the next one. :)

Love the work you've done on this ship so far and it has been wonderful to see you hone your skills so quickly. But really I wanted to give you props for your attitude. Any artistic community needs more people like you. :techman:
 
I did. They claim to preserve UV coordinates and everything... but I'm sure it can't be as easy as it should be. :)

Yeah, they're wrong. :lol:

3547978258_dce6a78ba0.jpg



On the upside, the mesh opens fine in LightWave. Other than needing to set the smoothing angles for the surfaces and an unaccountable sluggishness when trying to edit the mesh, it looks like it came through fine.

Looks like my dad's old car covered in rust. :guffaw::guffaw::guffaw:

I of course, mean no disrespect.
 
Don't worry about firing criticism my way in the future. It's good for me. :) I am trying to improve, all the time. I've come a long way in a year, and I hope I get as far in the next one. :)

Love the work you've done on this ship so far and it has been wonderful to see you hone your skills so quickly. But really I wanted to give you props for your attitude. Any artistic community needs more people like you. :techman:
Thanks. :)

I figure there's no reason to get angry or anything when someone points out a problem... If everyone just says 'good job' all the time, I'll get lazy. :)
 
I did. They claim to preserve UV coordinates and everything... but I'm sure it can't be as easy as it should be. :)

Yeah, they're wrong. :lol:

3547978258_dce6a78ba0.jpg



On the upside, the mesh opens fine in LightWave. Other than needing to set the smoothing angles for the surfaces and an unaccountable sluggishness when trying to edit the mesh, it looks like it came through fine.

Looks like my dad's old car covered in rust. :guffaw::guffaw::guffaw:

I of course, mean no disrespect.
Yeah, I don't know why it picked that particular texture to use... That's actually the delta insignia that goes on the sides of the secondary hull. It was just a small transparent texture...
 
Thanks so much for sharing your excellent work! Free bonus shuttlecraft inside - nice touch! :)

13yjwp.jpg
Yeah, I forgot about those little guys. :) I was playing around, just to see what kind of size I was looking at. :) Turns out my scale was pretty close...
 
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