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Random Blender Art

Nice.

Are you using a shader from the video?

I did, for the most part. The only deviation I made was for the Fresnel. If you notice, his Fresnel had about 6 subsettings that showed themselves when he hovered over his Fresnel input. I didn't bother with any of that because I had no time to go down the "Fresnel shader" rabbit hole. :)

Sooo, I just used used a regular Fresnel input with an IOR of 1.450.

The only other change I made was in my lighting. He used a landscape lighting from Blender Guru. I just used a simple sun of factor 8 and a slight slight yellow hue. I am thinking really hard about getting that free trial version of the HDR Lighting rig from Blender Guru.

Thinkin.... :)
 
What impressive progress, Irishman. It is particularly nice to see some of your own designs being realized in 3D.
 
What impressive progress, Irishman. It is particularly nice to see some of your own designs being realized in 3D.

When things get to the point where I feel like the effort is clearly being rewarded, it makes it incredibly worthwhile.

I gotta start putting watermarks in my artwork. ;)
 
Irishman, this is some really good stuff.
And yes, Ali Arango is a really good tutor, and an all around good guy. Very friendly and gracious.
 
I'm hitting a problem with the results I'm having with the secondary hull curve. It's too concave, especially on the top of the geometry. I'm using David Shaw's 2007 plans of the 1964 shooting model for the pilot. Also, you can see it a little in this screenshot how ribbed and ridgey it is due to the attempts I've made to taper it down to the shuttle bay in the back. (I've intentionally left the rear end alone, so no need to correct me there.

I've turned off matcaps to more readily demonstrate the problem.

http://smg.photobucket.com/user/Iris...tml?sort=3&o=0

Any insights?
 
I'm finding a lot of variation between the orthos by David Shaw and Charles Casimiro. The Casimiro one seems to more closely align with the TOS 11' model, so I'm using it for this problem.

I started with a cylinder that I extruded forward to the concentric housing for the deflector. It's all one object.

To get the taper, I turned on proportional editing and used it to move and scale the geometry. Somewhere along that line, the geometry began to develop the ridges you see in it in post #56.
 
A quick update:

Been away doing dad stuff the past few days. Turns out that I was making things way harder with this secondary hull than I needed to, so here's an image to show what I made:

http://smg.photobucket.com/user/Iris...tml?sort=3&o=0

The hull is a lot more of a straight angle than I thought previously. So, I got it positioned like I wanted, and applied a subsurf to it of 3 view/6 render.

The thing that's stopping me cold is the order in which to do certain operations or apply certain modifiers. I tried the boolean to make the undercut, which gave me weird geometry problems. None of the usual trouble-shooting I do helped (edge split, CTRL-N to recall normals, SHFT-e to pull out subd weirdness). So, I dropped the idea of using a boolean shape (which you see still rendered in this image). How to make that undercut in a precise way that won't create as many problems as it solves??
 
Best not to boolean with any other modifiers in the stack, at all.

I'd suggest either applying modifiers, or removing them, then setting up/applying the boolean. If the unmodified geometry looks good, try subsurf. It that brings back the weirdness, it means you've got an n-gon problem. Subsurf doth not like polygons that have anything but 4 sides.

You can try applying a remesh modifier, which tries to recreate your geometry using only quads.
 
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