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Random Blender Art

Today's update is a little color study of some different color values for the quad turrets.

http://smg.photobucket.com/user/Irishman/media/Falcon23.png.html?sort=3&o=3

The color on the first one is sampled from the screen grab of a making of The Force Awakens documentary online. Specifically, I sampled the value of the Falcon's gun barrels.

http://smg.photobucket.com/user/Irishman/media/Falcon24.png.html?sort=3&o=2

This is a side view of the same values as above.

http://smg.photobucket.com/user/Irishman/media/Falcon25.png.html?sort=3&o=1

The color here is sampled from an image of the Blu-Ray release of ANH resourced online. I sampled the color value of the barrels, and the image does have a blue push to it. It is from the escaping Falcon dogfight with the TIEs scene, taken from the POV inside the gunwell looking out at the turret.

http://smg.photobucket.com/user/Irishman/media/Falcon26.png.html?sort=3&o=0

This last one was from the same scene as above, but I eyedropped it from the bottom of the frame that the barrels attach to.

Any preference?
 
I have decided to go back and restart my TOS Enterprise, as the geometry wasn't giving me what I wanted, and I learned about some things to setting a scale for a project. I also learned about the new deflector dish being made by Gary Kerr for the Smithsonian restoration. ScifiEric has helped me with that. Thanks, Eric, if you're reading this! :)

Here are the renders from today. First, the new deflector dish from a couple of angles:

http://smg.photobucket.com/user/Irishman/media/Kerr Dish 1.png.html?sort=3&o=2

http://smg.photobucket.com/user/Irishman/media/Kerr Dish 2.png.html?sort=3&o=1

I'm making my Enterprise 1080 feet in length - AKA 329.18 meters.

Here is the appended dish and spike assembly in my new E-nil file, scaled up to fit a 1080' Enterprise.

http://smg.photobucket.com/user/Irishman/media/New Enterprise WIP 1.png.html?sort=3&o=0

Thoughts? Suggestions?
 
Now that I'm editing my TOS Enterprise to a scale, I feel like I'm having camera problems. I use the "lock camera to view" option, so that I can frame the render just right, but it seems like there is a point where the camera cuts off the Depth of Field and won't render anything past that, distance wise. I've tried deleting and adding a new camera to the scene 3 times, to no avail.

Does anyone have any idea what I'm trying poorly to describe?

ETA the photo below that shows the problem:

http://smg.photobucket.com/user/Irishman/media/CameraProblem.png.html?sort=3&o=0
 
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Today's update is a respin of the saucer. I'm using Shaw's saucer cutaway for my guide because I don't think Kerr has one yet. There are some differences. Shaw's total height is a bit taller than Kerr's, but nothing freakishly wrong.

My material is a placeholder diffuse shader with hull color sampled from Gary Kerr's corrected digital swatches.

Baby steps. :)

http://smg.photobucket.com/user/Irishman/media/New Enterprise WIP 2.png.html?sort=3&o=0

http://smg.photobucket.com/user/Irishman/media/New Enterprise WIP 3.png.html?sort=3&o=0
 
Today I've added placeholder nacelles, and added an 8.299 meter-long shuttlecraft for scale. Gee, I wonder where I got that idea from? :D

Shuttle first:

http://smg.photobucket.com/user/Irishman/media/New Enterprise WIP 4.png.html?sort=3&o=2

Nacelles and landing bay entry next:

http://smg.photobucket.com/user/Irishman/media/New Enterprise WIP 5.png.html?sort=3&o=1

Finally, I've fixed some shading errors in the above:

http://smg.photobucket.com/user/Irishman/media/New Enterprise WIP 6.png.html?sort=3&o=0

Thoughts?
 
Today's Oscar Eve update is of the bridge dome, and parts of deck 2 and 3.

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

And a front shot of the primary hull, forward, showing just a bit of the saucer interconnect dorsal.

http://smg.photobucket.com/user/Iris...%2011.png.html

And a side view of that dorsal, just so you can see how it's coming. (Yep, I know the hull where the stellar cartography is the wrong shape. I'm going to try to redo what I did the last time - which was by using proportional editing - because it's such a difficult shape to wrap my mind around any other way.

http://smg.photobucket.com/user/Iris...%2012.png.html

Hope you like.
 
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A quick question about the way the pylons intersect the nacelles. As the pylon is a known angle - 45 degrees - is it supposed to bisect the nacelle? Or does it intersect slightly to one side or the other?
 
It doesn't bisect it, it's more to the bottom. I'm sure some of the blueprints you have show you that, but I couldn't give a figure to exactly how much below the centerline of the nacelle it is.
 
Today an early update: This is a low side shot pointing up to show progress of the way the dorsal fits into the bottom of the saucer.

http://smg.photobucket.com/user/Irishman/media/New Enterprise WIP 13.png.html?sort=3&o=1

Also, a top-down shot on the saucer (the proportional editing went faster than I thought it would):

http://smg.photobucket.com/user/Irishman/media/New Enterprise WIP 14.png.html?sort=3&o=0

A back view of the same geometry:

http://smg.photobucket.com/user/Irishman/media/New Enterprise WIP 15.png.html?sort=3&o=0

Finally, a close-up side view of the same geometry:

http://smg.photobucket.com/user/Irishman/media/New Enterprise WIP 16.png.html?sort=3&o=0
 
Today is a render of a question of choice I have.

http://smg.photobucket.com/user/Irishman/media/New Enterprise WIP 18.png.html?sort=3&o=0

The image above shows the question I have about preferred practice. The impulse engine inset looks nearly-black in all the studio shots I've seen, like how I've depicted the block in this image. At first, I was going to use the block to boolean the impulse deck itself, creating a bit of an inset.

The problem I have is I'm concerned with creating mesh problems by using the boolean modifier here, as I've done a lot of pixel pushing to get the deck looking good. As a plan b, I thought about using the block to just push into the deck, leave it in place, and change the colors of the block to match the geometry. When I face select the backward-facing face and hit Y, it does separate that face from the rest of the block, but it doesn't let me assign it its own different color or material.

As a plan C, maybe I could shift-D the separated face, move it slightly outside the original face, and change the color then?

Or would it be simpler to just create a new block, delete all but the face I want, then assign it the color I want and maneuver it slightly outside the original block?

Thoughts?
 
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