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First shots of my stuff brought into Maya...

Cary L. Brown

Rear Admiral
Rear Admiral
Well, some of you know that I've been working on my two main ship models for quite a while, but with breaks in between from time to time. Well, I hit a "stall point" because I was having trouble bringing my CAD program data into Maya effectively... lots of lost geometry, waaaay too much "repair work" required. It was ugly...

I finally broke down and bought a license of PolyTrans... actually, not just polytrans but the "NuGraf" renderer that comes packaged with it (which added just an additional 100 bucks to the cost... no reason NOT to, in other words!) This is reputed to be the best multi-functional translation utility out there.

Well, so far, my experience has been pretty positive. The main thing is that I've lost the materials properties I had, in many cases, and will have to redefine materials. That's NOT a problem, however, as I planned to redefine my material appearances in Maya anyway.

The following images are renders from within Maya. They're shot without any lighting defined, so this is the very basic "generic lighting" that's used when other lighting hasn't been defined. It's not "pretty" but it's good for seeing detail.

The key element is that the geometry translated very nicely in all cases but one. For some reason, the data translation for the secondary hull of the Vega class is failing... and it seems to be a geometry issue with the source model, not with the translation. I have some work ahead of me to "reverse-engineer" that and figure out what's causing the failure. That's why you're not seeing the whole ship here.

Some of you may comment that the "sets" you're seeing aren't detailed at "movie quality." Well, realize that they're not supposed to be... these are actually inside the main model, and are probably more visible through the windows right now than I really WANT them to be (ie, I need to make the glass a bit "fuzzier").

Anyway, all comments are solicited. In the meantime... enjoy!

Here are a pair of shots of the "ringship." My nice metallic hull coloration was entirely lost, but should be fairly easy to replicate within Maya. I also lost my "poserguy" figures, but again, that should be trivial to fix (the versions I had in Pro/E were sort of "hacks" anyway).



Now, the Vega's primary hull came through much more nicely, as did the nacelles and nacelle pylons... and as did the embarked Starfleet Cutter, the "Cerberus" (neither of which are shown here, as I want to get the rest of the secondary hull fixed before I reassemble all of that!).

Here's the topside of the Vega's primary hull, viewed from aft.


Here, you're looking at the edge of the primary hull, looking into the swimming pool area.

and here's the view OUT of that area. Note that my nice little "water shader" is gone, but Maya has a very nice built-in water shader, so I'll probably just substitute that in anyway!


Now, just aft of the swimming pool is the "hologym." Here are two opposing views of that gym area (with a holographic, regulation-collegiate basketball court... unfortunately with the texture lost and not quite "perfectly" placed yet)



Here's a shot from inside of Hangar Bay One. The door is one of two leading out into the two story "grand corridor."

and here is the same door viewed from the upper balcony on the other side of the grand corridor. Sadly, the "faux cobblestone" floor, the grass, and the holographic sky texture are all gone, but they can be replaced easily enough, too.


This is a shot of one of the transporter rooms... there are several of them, of course.


Now, here's the bridge module... it's a bit easier to see inside with the "generic lighting" but I plan to have an actual LIGHT SOURCE inside of each room so I can have it "self-illuminated" and shot in very dark ambient situations once I get everything set up, too... so bear that in mind.


Here's a view of the bridge, from the starboard aft, facing to the forward port. Note that there are no chairs in here, but you can easily figure out where they'd go... ;)

and here's a reverse angle...


(As always, click the thumbnail to see the full-sized version.)

For anyone who's not familiar with my work on the Vega, here are a couple of animated GIF images so you can see what this is supposed to look like... these are old, though, and are done from within my CAD program. The deck areas are much more complete now... much of the deck area was barely carved out at this point, and I've tweaked the turboshaft system quite a bit, too. Suffice it to say that there's a complete, logically-arranged turbolift system in this ship. ;)



I'm anxious to hear any comments, of course, but in the meantime, just sharing that there IS some progress here... but it's more a procedural thing than any actual DEVELOPMENT work...

Stay tuned.
 
NICE work! What's the backstory on the Vega? With all those windows and pool, it gather it's a pleasure ship of some sort? Looks like it's situated between the Enterprise B and C period. What's the big schnozz?
 
Arlo said:NICE work! What's the backstory on the Vega? With all those windows and pool, it gather it's a pleasure ship of some sort? Looks like it's situated between the Enterprise B and C period. What's the big schnozz?
Well, this got its start as the "USS Titan, Luna Class." It was my entry into the "Titan Design Contest." Obviously, I didn't win (Sean's design did... I'm sure you've seen it). Mine was a runner-up, but that meant I got to keep control of it (whereas if I'd WON, it would have belonged to Pocket Books, as Sean's ship does!)

When I didn't win, I decided to keep on working on it, but I renamed it. It became the Vega Class, and all the ships of the class were named after the first Federation colonies to achieve full membership. I have a complete list of ship names, by the way... but this one is the Achernar, and that's "my" ship. ;) I like Achernar because of (1) the connection to TOS/FJ designs, (2) the fact that it's not a totally Earth-centric name (well, it's a LARGELY Earth-centric one... ;) ) and that the name is Arabic for "River's End"... meaning the point at the end of the journey, basically. (This, by the way, is the ship I'd prefer to use if my series proposal actually gets green-lit... but in any case, it's a major hobby effort for me!)

The idea was that it's a post-TNG ship, with post-TNG technology, but that it's not "post-TNG STYLE." Much of what's become known as "Trek style" recently is just that... style.. and is unrelated to things being more or less advanced. SO, basically, I wanted to do a ship that was a "Constitution-class for post-TNG times."

I also took a few hints from the name of the first Titan series novel, which was "Taking Wing." I decided to incorporate distinctly bird-like features into her. This is more evident in the secondary hull...and is most obvious when the secondary hull is separated. Here's are a set of (OLD) shots of the ship, together, and the primary and secondary hulls in separated modes, to illustrate.





Part of why I want to use Maya is that it can do some pretty AMAZING things that are very difficult to do in other software, very easily. The following were test images did in Maya of the engine nacelle... these are "3D textures" and lighting effects which I developed (and which I can copy over into the new, updated version once I completely bring it in!)

The bussard collectors needed to be "alive" like the TOS version, not just "red lights." But I also didn't want to do "christmas lights behind a fan," either. So I created something that has the effect of a raging fire captured inside of the bussards... which is, after all, appropriate for what is effectively just superheated gas being captured, isn't it?


I also wanted to have something that seemed more "alive" for the engine "grills" so I created something that seems much more like Vorlon-ship skin than like plain blue LEDs. This texture moves and shifts.. and the texture is not just color but also (from that texture) drives the reflectivity of the surface and the light emission levels, tied to the color.


I also have a basic "TNG-style" grill on the inside... this is just luminosity and "glow" effect. You can also see the nav strobe in the "on" state here. It's always "on" in the first step of the animation, but it's intended to be a strobe effect.


Believe me, I've got a TON of background on this ship... take a close look at the engineering section in the secondary hull and you'll even see that the "main energizer" looks suspiciously like "Scotty's Bairns." :D

I theorized that the "TNG Style" really was just a stylistic choice and not really a technical requirement... and that the team which designed this ship had a soft spot for the "classics." ;) This ship is definitely built with Sovereign-level technologies.

As for "why the windows," I decided that, with this being a smaller ship, it would be unreasonable to have huge crew quarters, with all of them having windows. So much of the crew billeting isn't really all that luxurious. However, there are lots of large recreational/fitness facilities and dining areas and so forth which compensate for that (and encourage the crew to be social off-duty, too!)

Oh, the "big schnoz" as you described it is a high-power scanner. The ship is basically designed as a long-range recon exploration ship. So it's got a LOT of specialized sensor hardware (including a huge reel in the lower aft secondary hull that unspools what's effectively a "fishing net" that (through the application of S.I.F. energy) becomes a massive, towed, passive sensor array.

The "big schnoz" is a much, MUCH more powerful version of the larger forward beam seen on the scanner array on the underside of the 1701(r) primary hull. So... this ship can go in and observe very stealthily... or it can shine a MAJOR "spotlight" sensor and determine what you had for lunch last week from a lightyear out. ;)
 
All of the windows along the rim really jive with Roddenberry's "Technology Unchained" ethos for TNG-era design... Nice.
 
Though I'm not very impressed by the design (the front of the sec-hull doesn't have a very good flow, IMO), but the modelling and internal layout is very good work. :thumbsup:
 
I love the ring-ship render. I've always had a soft spot for that design. I'm not sure it would have worked in place of the NX-01, but I would love to see it in action on screen some day.
 
ST-One said:Though I'm not very impressed by the design (the front of the sec-hull doesn't have a very good flow, IMO), but the modelling and internal layout is very good work. :thumbsup:
Actually, the front of the secondary hull was done as you see it intentionally. I could easily have made it a smooth, curvy flowing shape, but that's part of my "birdlike" approach I was trying to convey. They idea is that this is intended to bring to mind the idea that you're seeing avian "shoulders" in those areas... with tendons taught and wings drawn back for a raptorish "power dive." Go look at what a falcon or hawk looks like when it's diving to grab a rabbit... it looks very much like what you see here. That's why I did it this way. ;)
 
I admire the work that you've put into this design. Now would you kindly give all this great material -- including the now long-lost TrekBBS threads -- a more permanent online home? This info is too cool to keep rolling off of a measly message board. :p
 
Cary, jeepers...I thought I was the only one crazy enough to design and render things inside windows! This is great work, I can't wait to see what you can do with it in Maya. My problem is with hard edges...I only have Bryce, so it's hard to get organic edges like you have, time to upgrade my modeler!
 
:) I've always liked your design as well seeing the new art of it makes me wish i had a real Model Kit of it
 
FalTorPan said:
I admire the work that you've put into this design. Now would you kindly give all this great material -- including the now long-lost TrekBBS threads -- a more permanent online home? This info is too cool to keep rolling off of a measly message board. :p
Actually, I'm considering doing something "for profit" with this eventually... including selling a kit or two through Federation Models, a blueprint set, and a tech manual (either as a hardcopy or, more likely, as a "locked PDF" file). And I CERTAINLY intend to do a few animated renders of the final Maya model... and will eventually do a version of this image at a high enough resolution, and high enough quality level, to match a similar poster-sized image which came out at the time of TMP which I still think is the single best image of the 1701(r) ever. ;)

(that, also, is an OLD image... you'll note the lack of some markings and detail, for instance)

Hell, even if nobody else ever wants this stuff... I, PERSONALLY, want it. So if I can never make a penny of return on my massive investment of time, money and resources, I'll still have "profited" from doing it all. ;)
 
Cary L. Brown said:
FalTorPan said:
I admire the work that you've put into this design. Now would you kindly give all this great material -- including the now long-lost TrekBBS threads -- a more permanent online home? This info is too cool to keep rolling off of a measly message board. :p
Actually, I'm considering doing something "for profit" with this eventually... including selling a kit or two through Federation Models, a blueprint set, and a tech manual (either as a hardcopy or, more likely, as a "locked PDF" file). And I CERTAINLY intend to do a few animated renders of the final Maya model... and will eventually do a version of this image at a high enough resolution, and high enough quality level, to match a similar poster-sized image which came out at the time of TMP which I still think is the single best image of the 1701(r) ever. ;)

(that, also, is an OLD image... you'll note the lack of some markings and detail, for instance)

Hell, even if nobody else ever wants this stuff... I, PERSONALLY, want it. So if I can never make a penny of return on my massive investment of time, money and resources, I'll still have "profited" from doing it all. ;)

ok how much for each item? :drool:
 
Cary L. Brown said:
Actually, I'm considering doing something "for profit" with this eventually... including selling a kit or two through Federation Models, a blueprint set, and a tech manual (either as a hardcopy or, more likely, as a "locked PDF" file).

Cool! I"m not much of a modeler, but I'd definitely consider buying a set of blueprints and/or a technical manual.
 
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