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-= The Project =-

Too bad that TOS-R's version of "Balance of Terror" and "The Deadly Years" didn't show us Romulan warbirds that look like this. Madkoifish, your 3D artwork here is top-notch. I can't wait to see what you do with that Klingon ship of yours.
 
Tho I didn't like the height, I liked the scalloped leading edge of the previous BoP's fin better. the new one looks too simple. Awesome job all around.
 
The Klingon ship as mentioned elsewhere is DEAD. Had some bad exp with someone claiming this and that and I cannot, not think about that any time I work on it. So it is in the toilet and flushed. I do have urges to work on something like it so who knows.

=

The tail is altered to match up to canon as well as to retain a flat profile. It was also altered to remove tonnes of useless surface and interior volume, BUT mostly because I wanted the look of that the flat profile creates when seen at various angles.

=

Madman I have replied to you over at DA I however no longer use it for anything. If you need more details I sent contact info to you via the note system so use that for further communication and plz do not hand it out.
 
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Oh forgot to mention Animaniac over at SFM had shown interest in modeling the klingon and has some refs.

IF I ever re-approach it again it I will probably be a slightly different build as I STILL need a Klingon for my LETHE pretos ships. But that all depends on how I feel about it down the road. I am sure the 3d bug will breed uncontrollably in the floorboards and come to sample my blood again. That and I just plunked 60usd on a second ssd to speed up autobak and file saves as those on a hdd were slowing things enough to disrupt the groove. >_> Stuffing my page files there has made life easier too.
 
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Really loose stenciling on the fin. The darker wing thing might be altered to be a bit thicker. The green bits would be openings for sensor gubbins. I dunno how I will approach this be it detaily bits in or translucent panels with bits o' light inside. The cutout which is a bit hard to see will have all sorts of to scale lumpy bits in so off sorms etc that would represent specific sensor arrays and bits they want extended out away from the ship. It is a bit iffy as some of it is in the wash of the impulse drives but well eh. Argument I guess could be the wing does dip below the flow of the drives. . . . . There will probably be smaller sub plates across the rest of the fin. I am not sure if the plating will pass through the logo or go around it. Likely it will pass through as to appear like a painted on emblem. I still have not decided wtfh to do with that undercut object that is between the impulse drives. If I will drop the physical wing over this area or leave that block in place.



Sorry only one render as this took forever. . . . gotta drop those surfacing samples back down to fuqgrain again. And yeah couple of major turned edges going on but not gonna re render PFFFFf
 
thanks

Another small update with basic extrusions made. I do need to clean up that main hull the fin interacts with as there are too many grid lines there for my liking.
 
Decided to just color some panels to see if that hides the mushed up detail as I forgot they were part of a pattern on the backside of the ship. Added the lumpy bits off the back of the fin and started with some ideas for the spine sensor appearance. I might push away from the glows to some sort of emitter shape inside the holes.










 
Started for some reason to mess with the impulse assembly.




Not sure I am sold on the housings themselves and all the tarting up just makes it stand out more. So I might redo these things or rethink how they will be assembled. IE no more big rectangular nozzle thing. MM dunno I might cop out and leave it as well! The added gubbins within the cutout though might be retained.
 
Not really part of the PROJECT but figured best to just keep it all in one thread for now as I am bouncing about.

OK I thought to get to working on this as it was a lot further than I remembered it was.

raw render


Sadly I open it to a nightmare of materials. Some of it is due to changes in how I work others were long forgotten LAG from complex materials in 3dsmax. IE alter materials and sit for ages while it spins it's wheels doing whatever max is doing. . . . So instead I am spending the day replacing materials and looking for other ways to do what I wanted without layers of composites and blended materials.

So a few hours later I have a rough main and secondary hull material. In this render both A and B hull are applied to the neck spin and base hull of the struts and central hull. The old hull materials are clearly the strong pearl effect. And with the gamma and use of environmental hdr they seem self lit. I have loads of work yet to do, as I have not even looked at the render set up or other environmental settings besides changing out the maps or adding maps. I have a feeling this is going to be a SLOG to realign all the materials. . . exp if I humor the idea of texturing this via uvw.




 
Welp, I think that is all the surfaces taken care of. They all still need fine tuning and mucking about with but I think this is good enough to move on and start modeling. I still think there is something dodgy with the renders but I have yet to locate what it is that I am not happy about. I might end up just exporting the ship out to a new scene.













Next updates will likely be the exciting process of cutting windows. . . . . . I might cop out too and do some of the secondary hull plating too.
 
OHHH window cutters! uh, ok pink are asymmetric and green are symmetric but dunno I might knock a few of one side or the other, just means doubling the work cleaning up those far side windows. . . . . I had to eyeball the cutter to the existing windows as oddly I have no back ups of the old cutters used on the C deck. GRRR.



Looking at it I might have to remove a few cutters as it seems a bit too many windows
 
BLEAh a deck of windows. I so hate windows. . . . heh. This would be C deck even though most would guess D but the bridge or A deck is a bit of a slit level sort of deal so A and B are kinda melded together. You have to picture the inner rooms and hall way circuit as well as lifts and open spaces for lifeboats and mech rooms. I guess these would be offices and possible officers lodgings? Large aft room is part of a lounge, the forward one I guess could be a mess hall for crewmen or whatever.







 
Welp most of the D deck windows in. I have plans to continue down the hull a bit more unlike in the original model. And maybe a bit of E deck level windows near the shuttle bay but it depends on space.






And yes there are some arrant turned edges here and there. 2013 is much harder to spot these during the cutting process.
 
Aft windows of d deck. Not a biggie update but I was lazy yesterday. I do have some odd light leaks that need work. Not so sure what is up with that but I have some ideas for a fix, namely to replace the lum light fixtures in those upper rooms with separate objects. In the past internal stencils on the room ceilings worked fine without major leaks but eh, clearly it is not working here.





 
Registry done so I can layout windows. I changed it from the double curve to a more TMP layout as it better matches up to the Ambassador and later ships. Not sure if I will adapt the lighting layout I used on the Onimaru or stick with the canon lighting for registries.






I am also not sure how I will span the saucer rim with windows. Originally I copied the Ambassador layout of a single rim set. I had thought to lay them on the rim curvature like I did with D deck but that was a nightmare of smoothing issues so I am not so sure I want to deal with that again! heh.
 
Well there we go one ring of windows with rooms roughed in. I just gotta uvw the annoying things. KIM these are rough boxes and not really representative of the rooms that would be there. I imagine each of the rooms would have smaller rooms behind for multiple crew members to have private rooms and a single common room for that group. Roughly a mix of 2 to 4 people with lower grade crew having shift shares. IE day shift is out working the bed is used by the night shift. I think this was used all through TMP era so it might exist within this "lost" era as well maybe not as common. I do think all crew would have rooms like this though and none of those mass bunks in a large space thing often seen in flashback eps of the TMP era. It works on a military base but wont in a vehicle.

If it isnt clear most of these saucer windows are all skylights. So most of what you see is the carpet. Hence why I have considered the possibility of adding in some objects. I just do not know if it would be worth the poly count. I might though make a texture of a top down and just randomly tile it all over the floor. mm things to think of.

various viewport caps to show interior volume.






Renders one showing how detached bits are leaking lights as well as application of lum materials on those interior objects as I render double sided. Add in I forgot to un-hide the lower saucer. It SHOULD still block the light since doublesided it turned on but well, obviously not.



 
Some late night renders with low to nearly no gi and single source light. Shows some of the material settings need tweaking as I seem to have something with the wrong tiling count as it is squashing the surfacing and is way too dense. THOUGH it could just be the UVW for the secondary hull is pooched up. I corrected those light leaks as they were not due to what I thought but due to a MR render setting so renders have slowed down a bit to keep FG from leaking out of the cracks.




So 3 or 4 more rows and I am done with the upper saucer windows wise. Just gotta devise how I want those phaser strips to look and plan out the lower saucer or jump elsewhere for a bit. Granted other than plating it is all basically fiddly bits at this point.
 
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