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Fennius' Ships and Images

RCS placement on the saucer, I'm not very happy with these as the mesh seemed weirdly misaligned and mad eplacing them an awkward pain in the arse that necessitated less of a clean fit.


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Impulse deck however completely reworked behind the engine itself, removed the extruded section and lifted the engines up, plus added an impulse crystal and connecting greeblies, sort of merging some of the TOS/TMP elements. @Atolm hopefully you like it better now :P
 
The lore concept for this btw, since I'm one of those people who needs to know what it is I'm making:

The Amendment Program was a design project by Starfleet to modernise and improve its fleet following the success of the Constitution class, a notable part of which was to create a starship that provided the same capabilities as the Constitution in a more compact spaceframe.

The ship has armament and size comparable with the Constitution, with a higher top speed due to its proportionally large engines and more developed warp geometry, but with a smaller crew and without quite the long range endurance in either sustained cruising time or carrying capacity away from starbase supply, making it most commonly seen as a mid-range explorer and interceptor vessel.

***

Essentially this is a Pocket Constitution, sitting between the original and the refit - given the larger armoury on the refit I figure this will pack a bigger punch than the original but won't have the sheer power systems available to the refit - perhaps...would have an advantage over a D7, but a disadvantage over a Ktinga?

She's currently scaled to be very comparable to the refit, with it's almost identical saucer, but the cutouts, half cylinder secondary and shorter neck giving it a smaller internal volume (though the neck/pylons section is a lot beefier) I'm growing to like the SNW scaling though, so if I keep it at this size it very much becomes a pocket Connie by comparison (whereas to the previous scaling it's more a somewhat smooshed Connie :D)

I am thinking I might do a post refit version as well with movie era nacelles and lopping off the deflector (and perhaps recolouring to more white and blue than Greys).

I have not however settled on a name, Amendment works as a project name both for fleetwode update and the pun with the Connie, but it's too cutesy for the ship itself.
 
Been quietly working on this again recently, had stuff going on in my life that slowed things down, but I finally think I can call the shaping of the ship done, ow need to do a second pass to refine and add more detail s(already begun in the area behind the deflector but there are several little bits I want to improve) decide hwo I'm going to do the windows, and then port it over to blender for actual texturing. Slapped on a suuuper basic modification of a free one I'm not happy with, although the general vibe definitely works. Also just spent the last hour retweaking scle when I was putting on a couple of exterior hatches and realised they, the docking ports, and the shuttle were all wildly out of scale with each other and thats before I get to putting in windows. Bridge was a bit small too.
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Deflector area is WAY mroe detailed with greeblies and pipework, plus extra grooves and layers to the main housing which better integrates everything.

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The neck details were a pain in the....neck. The geometry I had did not lend itself at all to applying hul lines on the lower half of it, ended up needing to add the 'clamp' section in but I think it makes the shapes flow better even if its a bit bu;kier.

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I have always liked the idea of 'landing pads' outside the shuttlebay, eiother acting as staging grounds, zero g cargo stuff, or actively lowering ships down for extra shuttle storage. At the back is a pad for slightly larger ships docking, things that are still small and might want to limpet on, maybe see small civilian ships or ambassadorial small craft - things too big for the shuttle bay but they can land there, mag clamp on, and be carried by the bigger ship's warp field - and transporters mean there's no real need to have to get an air seal.

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Underneath we've got the cargo bay doors, in the scoop just like the connie, and what I imagine might be an extra set of cargo bay doors on the underside, or possibly for slotting modular sections in and out.

The same circlular patch as on the TOS connie, I'm specifically envisioning it as letting you slot the warp core (and basically an entire engineering module) out, I made sure it lines up with the impulse crystal on top.

While the ship's volume is probably actually rpetty comparable to a refit connie, the warp core is likely half the height thanks to the more compact nature.
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Some textyure concept testing, not at all the quality I would want for the final look but I am not exactly practiced.
 
Love that staging area behind the shuttle bay doors...an influence on the later Excelsior.

Definitely the shape of the hulk feels like it would eventually feed into the Excelsior.

If nothing else the fact that this is a wide shuttle bay with a smaller door gives a good reason for it existing

I've had the idea for small ones of these in several previous unfinished models, it only occured to me the other day you get explicitly that on the Intrepid class
 
I'm pondering kestrel as a name for this class, but that gets used by the romulan ship later on....not logically a deal breaker but still
 
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Second pass of detail on the bridge section, and another trial for shader concepts tweaking a stock one. Would be a good idea probably to learn how to make one from scratch but thats a future problem, this look has...potential.

The interior details on the dome are lovingly ripped off @Hunter-G 's recent one, while exterior details are my own riff on the connie II greeblies mostly. I've already tweaked the interior geometry though to hopefully lesson that thick shadow around the edge which is too dark for my tastes.

Having upped my game on the dome here, and similarly done some tests for the bussards that look much better, I now need to go and redo every single nav light / blinky on the ship. Plus side is I've already tested a similar look and its much smoother.
 
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Testing the windows and lighting - I don't like the pattern of the windows on the neck and there might be a few too many on the secondary. Scene lighting also needs work though it might work better when its textured

Annoyingly I got the bussards looking perfect before but not sure I saved the settings and haven't been able to replicate!
 
Edited the window placement on the neck (not that you can see here) - not totally happy with it but the Boolean is non destructive so I can change it.

Also made my first hull texture myself instead of relying on a texture pack, also not perfect but I think serviceable.

Wanted it to be white with a bit of that TMP pearlescense and in theory it should be pretty white and even has a slight purplish specularity tint. However unless the sunlight is set to super bright it tends to look grey, and if bright all the detail is lost in the glare. Need to play around more with lighting.

Also need to tweak the settings more, especially as I used coatings to get the different coloured sections and I think that's eating up processing power as it's gotten laggier than it was.

Still need to glue some spotlights tonite for self illumination (the actually modelled self illumination is NOT very functional, but it at least serves as a physical point for the lights as I swear to god the TMP ones are impossible.

For this image I lowered the sun intensity a bit and coloured it / shoved a blackbody node on it to make it a bit warmer and more realistic, I quite like the slightly brownish result even if that's not intended as the true hull colour.

Aside from tweaks the to do list includes upgrading the windows shader to something better than just flat white gloss, and figuring out how to do some form of decals for the registry. Also naming it.


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Trialing some illumination - further tweaked the bussards and brightened the nacelles a bit

Following a tutorial on giving the windows proper 3d backlighting so they're not just emmissive surfaces, and its definitely improved though needs further tweaking as they're a bit christmnassy right now.

For the self illumination I originally wanted to have it actually be emmissive surfaces but it is way more efficient to use spot lights which I expected - I tried putting the spotlight physically in the lamp hardpoint, but certainly for that front one the problem was it was causing super long shadows from the phasers and hull details, so instead the spotlight is floating up in space and pointed down. Less realistic and doesn't *quite* put the brightest point where I feel it should be, but not very noticeable, more aesthetically pleasing, and a better match for the movie era. And I am convinced the Refit Enterprise cheats anyway. :D

Added point lights inside the bussard sto kick them up a notch as well (actually I think they were in the previous image too), not toally necessary in a dark picture like this but once you add scene lighting it helps.

Also added one inside the upper starboard blinkey and you can see the difference it makes, seems more efficient than just using an emmissive surface inside the glass. So need to duplicate that out across every one as well as gluing spotlights to the hull :D

For the pearlescence its not visible here but I added a purple tint to the specularity which looked good, then tried a noise node to supply the colour and *do* get a rainbow effect which is more pearley but not quite what I want. I might look up actual nacre tutorials and see if I can combine that with the nodes already in use for the hull panelling

And I've just noticed there are supposed to be exterior hatches at the base of the neck that seem to have been deleted / lost in the export damnit
 
For the self illumination I originally wanted to have it actually be emmissive surfaces but it is way more efficient to use spot lights which I expected - I tried putting the spotlight physically in the lamp hardpoint, but certainly for that front one the problem was it was causing super long shadows from the phasers and hull details, so instead the spotlight is floating up in space and pointed down. Less realistic and doesn't *quite* put the brightest point where I feel it should be, but not very noticeable, more aesthetically pleasing, and a better match for the movie era. And I am convinced the Refit Enterprise cheats anyway. :D

They did cheat on the Refit Enterprise exterior lights (from Memory Alpha)...

Trumbull also had the internal lighting rewired to satisfy his vision of a concept of self-illumination as opposed to a model completely awash in light as it was originally constructed. For highlighting several spots on the model, FGC employed a visual trick as was explained by Olsen, "One nifty trick the lighting guys employed which impressed me was in order to dramatically light the Enterprise, they placed big styrofoam blocks about the model with lots of dental-type mirrors of various diameters on swivels. The were stuck in the foam, a spotlight was shone on them, and the lighting whizzes then pointed each mirror to the part of the ship they wanted to light. Some mirrors had colored gels on them, others Vaseline to blur the edges of the light, and the whole effect was perfect. Such a simple trick, but ever so effective." (Star Trek: Creating the Enterprise, 1st ed, pp. 56-57)​
 
They did cheat on the Refit Enterprise exterior lights (from Memory Alpha)...

Trumbull also had the internal lighting rewired to satisfy his vision of a concept of self-illumination as opposed to a model completely awash in light as it was originally constructed. For highlighting several spots on the model, FGC employed a visual trick as was explained by Olsen, "One nifty trick the lighting guys employed which impressed me was in order to dramatically light the Enterprise, they placed big styrofoam blocks about the model with lots of dental-type mirrors of various diameters on swivels. The were stuck in the foam, a spotlight was shone on them, and the lighting whizzes then pointed each mirror to the part of the ship they wanted to light. Some mirrors had colored gels on them, others Vaseline to blur the edges of the light, and the whole effect was perfect. Such a simple trick, but ever so effective." (Star Trek: Creating the Enterprise, 1st ed, pp. 56-57)​

HAH!

I knew it! There were a couple where I figured the light *might* be hidden somewhere on the model, but for the most part it had to be originating from outside

Really neat trick to pull it off though, thanks for the info!
 
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