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Jayru (JSnaith's) 3D Trek

Updates, apart from the arboretum the secondary hull is now complete. All self-lighting spots are now in, as are all navigation lights. Misc other detail added as well and some mesh errors fixed. Likely to start work on the Arboretum at the weekend, as tomorrow and the rest of the day fully booked -

Ga2OK6O.jpeg
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As far as the logical build goes, this has worked almost flawlessly - the ship remains the right length, height and width -

z7sC9eK.jpeg


And for those curious as to how much detail I build in, rather than texture on -

hABKvEZ.jpeg


Comments, thoughts and the like welcome - more likely tomorrow :-)
 
I know others have gone for a more extensive set, but I've gone with a simple one for the Officer's Lounge. I can change it later if I want. The "Logical Build" meant that it occupied B Deck rather than creeping into C Deck. A choice, but I stand by it -

wzmc9NV.jpeg
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Next on my to-do list is the self-lighting rig, followed by the shuttle bay. But I'm going to hold and see what feedback I get in today's updates before diving into any of that in case I need to make some changes.

More later.
 
A minor feedback is that on your close-ups the hull is IMHO too thin when looking through your windows/portholes. You can see the hull thickness present here and here in the movies for reference.
 
A minor feedback is that on your close-ups the hull is IMHO too thin when looking through your windows/portholes. You can see the hull thickness present here and here in the movies for reference.
I can change that, it's a minor fix.

Good work so far.


This isn't the question.

What is next? Is the question...
The never-ending question...
 
Better?

ZraOIEl.jpeg
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More tomorrow (possibly)

Yes, much better on the engineering hull. :techman:

You could make the officer's lounge windows a bit thicker like here (even at this distance the camera can see the shadowing on the window inset) but I think overall you've made a big improvement on the windows.
 
Yes, much better on the engineering hull. :techman:

You could make the officer's lounge windows a bit thicker like here (even at this distance the camera can see the shadowing on the window inset) but I think overall you've made a big improvement on the windows.
The windows are now double-paned, so I didn't capture the best render to show how "thick" they are on the officer's lounge but take it from me, they are quite deep now ;-)

Side note; has anyone else ever noticed that the close-up of the travel pod docking with the Enterprise doesn't match the actual shooting model in terms of where the windows are? Of course, the same FX shot was used in TWOK and that close-up of the ship certainly doesn't fit either. Just one of those things I guess.
 
Going to play with the textures today, see if I can get the pearlescent shine from TMP (and dropped from TWOK onwards). Personal choice, but I think it's worth doing.
There was a recent article called:

“Computer Scientists digitally render iridescent bird feathers”

Hopefully you and the folks at OTOY will have access to that in coming months.

For physical models “Vanadium phosphates enable low cost pearlescent pigment synthesis.”

That TMP aztek is a tough thing to replicate.
 
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There was a recent article called:

“Computer Scientists digitally render iridescent bird feathers”

Hopefully you and the folks at OTOY will have access to that in coming months.

For physical models “Vanadium phosphates enable low cost pearlescent pigment synthesis.”

That TMP aztek is a tough thing to replicate.
Getting the textures to have that pearlescent effect was "interesting" to do. It is something I have been working on since the days of the original Ingram project, and I think to a certain degree I have achieved what I can within 3DS Max. Maybe Lightwave would do a better job, but I'm a Max man, and too long in the tooth to change now.

In TMP the physical effect was created by mixing different sands into the paint and using a wide pallet of art deco colours. But, I have read plenty of articles and interviews on how it was done. Recreating it in 3D is a different matter, lol.

Azteking can be done - quite easily I find, it's how you apply the map to the model. But as I say, I'm long in the tooth on this, and building on what I've done before.

But I look forward to reading that article.
 
Plans for today - got lots of house move stuff to catch up on, and a few meetings as well. Big decisions are likely to be made. Likely I won't get much time at the coalface today. But we shall see.

Anyways, more soon!
 
Side note; has anyone else ever noticed that the close-up of the travel pod docking with the Enterprise doesn't match the actual shooting model in terms of where the windows are? Of course, the same FX shot was used in TWOK and that close-up of the ship certainly doesn't fit either. Just one of those things I guess.

Yep there are some wacky discrepancies on some close-up shots in the movies. Here is another fun one that doesn't match :)
 
Yep there are some wacky discrepancies on some close-up shots in the movies. Here is another fun one that doesn't match :)
There are many. ILM... they really did hate the refit model, they wanted something easier to shoot, like the Excelsior. I don't think they treated the old girl right. But that's IMOO. On the other hand, they gave us the Reliant, the Grissom, the Excelsior and the venerable Klingon Bird of Prey in the TMP era movies. Lots can be said about that. Given today's abilities with CGI, I would love to see the FX replaced with something more up-to-date and in keeping with the original visuals as laid out in TMP. But I would then complain that the original visuals had been replaced :lol:
 
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