First off, I don't model a lot of starships - at least not their exteriors. I've done a couple, about 5 years ago, but generally, it doesn't come up much in my workload.
A couple nights ago, though, I just had a thought I couldn't get out of my head. I went first for the sketchbook, did a few thumbnails, then I fired up Lightwave and started in. It was just an idea of a TOS-style starship, with many of the familiar design elements, but with a 'wing' connecting the nacelles together, and mounted to the dorsal neck. It pulled all the elements in tighter to one another, and I kind of liked the idea of the secondary hull floating out there with only one connection (kind of like Kelvin in AbramsTrek, but this one wouldn't have bricks in the basement ... )
I'm still playing with ideas, blocking it out, and then trying various renders in Poser, which has been a big headache (on top of the actual big headache I already had!); Poser Pro 2010 insists on smoothing things I don't want smoothed, even when I've split the vertices, and in order to keep sharp edges I want, I end up with edges where I don't want them, simply because of the angles. Looks like I need to go back to Poser 6 just to get good renders of my models! Or just stick to Lightwave, huh?
While I was at it, I added a 'spine' down the back of the dorsal and across the top of the secondary hull; I like what it does for the profile (although a straight-on profile of this ship isn't very informative, with all the elements pretty much overlappping - it's not elegant like Enterprise, at least from the side, but I think it does have many very good angles.
BTW, at this point, the textures are all placeholders, borrowed from other models - I wanted to render something a little more than big solid surfaces.
I'm still working on the the details and mapping; I've already rebuilt the hangar doors, added the 'forks' at the front of the secondary hull, lengthened the 'collar' behind the deflector somewhat, started adding the external lights; I still need to build the various details that belong on the nacelles and then the texturing is probably going to take the longest, actually. BTW, that 'pillbox' over the hangar is already modeled with a rudimentary interior, just so I could light it independently and possibly throw a person in there looking out
.
Nothing groundbreaking about it; I'm not trying to approach the level of finesse and detail that deg3D, Vektor and others here do so (seemingly) effortlessly, or invent a new paradigm for TOS designs - I just had an itch that needed to be scratched
.
A couple nights ago, though, I just had a thought I couldn't get out of my head. I went first for the sketchbook, did a few thumbnails, then I fired up Lightwave and started in. It was just an idea of a TOS-style starship, with many of the familiar design elements, but with a 'wing' connecting the nacelles together, and mounted to the dorsal neck. It pulled all the elements in tighter to one another, and I kind of liked the idea of the secondary hull floating out there with only one connection (kind of like Kelvin in AbramsTrek, but this one wouldn't have bricks in the basement ... )
I'm still playing with ideas, blocking it out, and then trying various renders in Poser, which has been a big headache (on top of the actual big headache I already had!); Poser Pro 2010 insists on smoothing things I don't want smoothed, even when I've split the vertices, and in order to keep sharp edges I want, I end up with edges where I don't want them, simply because of the angles. Looks like I need to go back to Poser 6 just to get good renders of my models! Or just stick to Lightwave, huh?

While I was at it, I added a 'spine' down the back of the dorsal and across the top of the secondary hull; I like what it does for the profile (although a straight-on profile of this ship isn't very informative, with all the elements pretty much overlappping - it's not elegant like Enterprise, at least from the side, but I think it does have many very good angles.
BTW, at this point, the textures are all placeholders, borrowed from other models - I wanted to render something a little more than big solid surfaces.


I'm still working on the the details and mapping; I've already rebuilt the hangar doors, added the 'forks' at the front of the secondary hull, lengthened the 'collar' behind the deflector somewhat, started adding the external lights; I still need to build the various details that belong on the nacelles and then the texturing is probably going to take the longest, actually. BTW, that 'pillbox' over the hangar is already modeled with a rudimentary interior, just so I could light it independently and possibly throw a person in there looking out

Nothing groundbreaking about it; I'm not trying to approach the level of finesse and detail that deg3D, Vektor and others here do so (seemingly) effortlessly, or invent a new paradigm for TOS designs - I just had an itch that needed to be scratched

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