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-= The Project =-

Mid windows and rooms. Still no wall textures so I left the gray carpet for now. Mess of random faces needing hidden edges turned so one might spot random mesh errors. max 2013 is a PITA with hidden edges as most of the time they refuse to show due to them changing how they display. So, in the end it is guess work if your clicking on one or fighting with edge and poly display to SEE them. IE something that should take a few min takes a hour. . . . . . . good going discreet. BTW auto retringulate just makes it worse as it always chooses the WORST direction to triangulate a given face. JOY.



 
Mess of small details and layout of windows and go faster stripes added. Name is tentative and I leave the connections to all of you to figure out. Though one connection further than the obvious is there but uh I cant talk about that YET.
Class type is a shrug. Not that it is of any importance. Heck id not name it if I did not have to. :p
Oh pink blocks I am considering making as an arboretum as I can spread out that area internally. I do not know what that hump on the back will serve/be or if I will yoink it off for something else.

 
yes, it is a post TNG design.


Mostly planning out panel lines and what not. Mostly getting aggro over dealing with the fail method of working with hidden edges in max. Still looks like a few need attention to.

 
More holes. Forgot how much I hate cutting windows on these tapering curved surfaces. Also rearranged some of the various bits. The phaser strips are temp as I decide where I want them, likely they will stay in that location though.







 
Mostly poking holes and mushing things about. Added new maps to the rooms as well. (took forever to find the old room files. heh.



 
Messing with materials, I doubt I will use this pearl effect vs a plainer paneling effect. Primary reason being what is going on with the right nacelle. Also that ribbed area above the spine lifeboats will probably get the simplification treatment much of the spine has gotten in the last few days.

 
Working on another method to model the phaser strips. First i use a segment then array a mess of them weld merge etc and bend to path. This allows me to model the bits and have them exactly the same no matter the shape they need to be in.

Only suck about the method I am using is SPLINES. As they always extrude or path the wrong way. My test example caused the strip to bend upwards and inverted. Sole reason I loath splines. Anyhow render is of the arrayed objects sans a material. I still have to manually hinge the ends and model those bits on. That or I can model it and then move them manually into place. I sorta merged the VOY units with the SOV ones. VOY had that inner channel while the SOV units were a solid bar. Not sure if it is meant to have the beam emitting from the channel or those rib things on the outside.







Oh yeah I drilled more holes in the hull but well, same old same old seen one window seen em all heh.
 
Capped strips and layout of others. Also started blocking in details to see where everything fits.







Clearly some of these have not been cut down yet as surrounding details are unknown atm. Large red/brown area is where the cutout would be it would resemble the one on the linerunner or contain a possible shuttle bay but primary purpose is a long distance deflection field while the main deflector is used to shape the warp field and "quantum tunnel" Ship registry is something I am unsure about. I did not like the idea of such high numbers in the original estimate but Other ships like the onimaru and linerunner are a bit too close. As for canon ships I thought to look for they seem OK. I doubt 3 or 4 thousand ships were registered since late TNG.

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Linerunner/Loegaire sample: she was designed as a fast support ship for the dominion war but was late to the party ( I forget the rest of the hogwash I made up for this) ship is intended as a larger defiant, a ship derived from lessons learned from as such.




Onimaru: ship was intended to fall between the Galaxy and SOV classes for more non diplomatic missions and more of a large deep space science vessel. Later geared up as a warboat like the SOV to defend from the borg as it had adapted warp fields to remove the warp/subspace barrier imposed on older designs.




I should probably dig up some of these older models and update them to current settings and render off some scenes. I guess by the time I am done with them I am sick of seeing them HEH.
 
Not much change just some panels on nacelles and elsewhere. Mostly a test to see how much detail will be needed inside those larger rooms. I will later on go back and fully fill them out, maybe. lol







There is a render of it next to the linerunner but sadly that is of a differing gamma setting. I will be looking at this tomorrow as I want to make sure I am set with the gamma as it is now or if I want to revert it. (1.8 vs 2.2 I think) I have found some of the lum glows on hidden objects is looking a bit washed out. It was part of a linear workflow thing but I have found over time it is just more of a headache as I have to consider that most people wont work with it so if I use someone elses objects and whatnot they often are all a mess.

Add in I seem to be finding some of MAX's tools just do not like the gamma being set to anything not default. One thing I had real issue with the default stuff was med gray looking whites and nasty black clipping. Anyhow It is kind of interesting having close timeframe ships in universe but distant in modeling. I think the linerunner originated sometime back in 2006 but the current version is more like 2009-10. I clearly would do a lot of things differently now EXP in how shapes inter-mesh as it does suffer that bits stuck on and it is lacking some of the style hints of latter trek like pennants and at one time of all silly things it lacked right of way lighting. Anyhow that ship is not of importance now lol.


I should be back onto the wedge trek in a month or so.
 
Interior for the aft room decor stolen from the Onimaru for now. The key colors are temp right now as I am not sure yet what theme I want to use. One thing I forgot is a replicator or two. But heh probably wont see in there too often to tell.



Boy it took forever to render this heh. 3.5freaking hours!
 
lol Meh as in I did not really do anything to it that day. I think that update was only those dark panels being extruded and detailed and some vents in the struts near the nacelles.
 
I see. It looks amazing nevertheless. BTW now that I have the chance I have to tell you that your USS Balmung is one my favorite ship designs (in canon or "fanon") ever!
 
[thanks I should be finishing the update version soon after nov sometime.



Here is a quick update showing junk in the rooms. There are some odd reflections off some of the tables in the forward lower room that looks like lights. I guess I should make the tabletops a matte gray.

 
Mostly clearing up intersecting polies within a few of the interior rooms and messing about with those dark panels. I am thinking of removing the rooms just above the impulse deck on the saucer area (one window on each side) They are far enough back that the drive elements themselves clear it is just exterior details make it look like it goes further back.


 
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