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-= The Project =-

That inset bridge gave me a thought.

Imagine the 1990s-era movie version of the Jupiter 2 in place of the bridge/B/C deck--and it slides back and out of that notch you have there...

There is your early yacht
 
That inset bridge gave me a thought.

Imagine the 1990s-era movie version of the Jupiter 2 in place of the bridge/B/C deck--and it slides back and out of that notch you have there...

There is your early yacht

It's been done.
 
Misc details and experiments.


Ignore those green splotches that is some turned edge errors.



none of it really justifies a update but eh.
 
Another small update but took forever because of all the labor those dumb ribs take.

Some full ship renders too with that shuttle in to show scale.







Early grid layout
 
Once again, I am in awe of how you detail your designs. I like the vents above the space re-integration matrix orbs, and how the nacelles are completely round in cross-section, but more octagonal in cross-section.
 


Ok this is just a quick video. It is showing how I prep a odd shape like the opening on the inside of a nacelle. The whole idea is to get all edges as close to 90 degrees as possible without screwing up the geo too much. The reason is with max you MUST have them as close to 90 as possible to get a even chamfer on any edge. If not the resulting chamfer will be all over the place sometimes up to 5 times larger or smaller than when edges meet the required near 90 degrees. In the end this ends up in odd looking Z cuts in the edges. But results in a clean or near clean chamfer. NOW this might be max specific or not. I do not know. It is a nightmare a pain in the ass a loathed process and so on but it really is like cutting windows on a trek hull, a necessary evil.
On with the forum cut and paste!

[video]http://www.youtube.com/watch?v=S-T3jL2KNNg[/video]
http://www.youtube.com/watch?v=S-T3jL2KNNg
Enjoy the pain of watching me set up the other end of the nacelle on youturd. 2X speed or something I think. heh. Remember to view them in 2k? as the video is 1920X1200. viewing at 1080p will mud up the video. 2k will display it at 1200p even if your screen is 1080p java or html5 will do a better job scaling it.
Yes, the vids are back but I do not think it will be a blow by blow show anymore. Just key things. I am thinking of taking the channel somewhere maybe earn some funds off it.

uh ok apparently one cannot embed video code so you get a url instead to open in a new tab window or whatever your set up is! :p

That video youtube took hostage for my cel number. Too bad they got something else instead. . . .
horribly out of date as this was when I was cutting grids on the lethe. HAH
[video=youtube;uNStfmCCK7E]http://www.youtube.com/watch?v=uNStfmCCK7E[/video]
old video----> http://www.youtube.com/watch?v=uNStfmCCK7E
 
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Well least now I can create special thumbnails. HAH. Time to start putting nekkid women on them to gain hormone click views!!!



Anyhow here is how that area turned out. I am thinking maybe given this ships size I might have made these openings too small. I think I do need to pull them in deeper if anything else. I did flatten them or made them planar vs keeping a curvature to the dark area. I am still on the fence about this though so I have sat here looking at the stupid thing thinking about it. . . . lol



 
A bit rushed but a bit of an extra as I figured having 45min before I have to leave was a bit too little time to do anything modeling wise.

It probably could do with some more work and better renders but it is what it is I guess, something I should do more of as all I seem to do is model stuff and do little with it afterword.
BG is just a buttload of clouds, noise, foolery and my TOS starfield. No real painting etc. Guess I should have looked for a planet or some such on google but you know my stance on using others stuff by now. Well least stuff that wasn't given to me to use.
 
Another one, this is more of an experiment that did not really work and then some foolery with lens gunk. . .


I saw it on a few films the other night and in Vektor's recent posts so I figured I would have a go for the heck of it. I might put the modeling away for a bit and do a mess of comps. Maybe itll spin up my gears as I have just not been interested in modeling of late.
 
The thing that has kept me from getting a proper render out tonight.

Much too much like a wagon wheel of clouds and too much rubbish photoshoop. Plan is to create the fog etc in render. Issue is the time is like FOREVER and a day make a change and render etc. Then there are some real issues with the particle stuff I will see X size objects in the viewport, render and they are 100times that size. Viewport has a nice fall off of size and spread, render it and it is hard edged linear and ugly. Really issue is I probably need something like fumeFX to do this properly and with sane render times. Anyhow this sample is oh 3 hours old now. Reality is if I just painted it I would likely have been done many many hours ago. T_T oh well.
 
Yeah thought randomly went about thinking maybe I am using a not final file but ehhh I dunno. I see layers for the ship lights and things but I think more about it I might have just called it done without really finishing it. HAH. Also looking at the sample render images I see nothing that has these elements nor any of the ship lighting. It was 4 years or so ago so who knows.

Anyhow renders mostly showing all the decals that have been added. I think this is all I am going to do on it though it probably could use more like around the cargo doors etc. but meh. I have replaced the photometric lights with standard mentalray spots as they are a bit faster and much easier to get the look I want. I do prefer the spill look of the photometrics I HATE the lack of control over how it looks. Likely it is a lack of experience of use that is getting in the way vs any "control" The renders are still a bit blown out as I am using the wrong chromeball environment stuff on it but I am too lazy to fix them atm as it looks OK when rendered without it as it will be rendered when I produce comp images. Still not too happy with the alt lighting and how it looks on this ship so I might revert to the classical single spot for the lighting scheme.

I probably should add pennants to that federation line on the hull and add more UFP text on the nacelle reg etc but I well am doing more than planned when I had just planned to do another render image with this model! HAH.




I am really fighting the urge to rip up some of the elements on this model too like the bussards and a few other areas where I see some WTF shapes. Stuff that would not look the way it does if you consider building techniques etc. (examples are those bump outs in the cutout and some of the inset greeble stuff.)

Oh forgot to add this render. It shows some of the raer decals more and also shows that there is something WRONG with my impulse engine.

 
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Well I think this is it for all the light rigging. I do think I need to look at redoing some of the UVW on this thing as well. Such as freezing it and applying it in stages to straighten out some of the panels. There are some other small issues like those phaser strips lacking ribbing and being a bit too segmenty. It also appears I have some more lum surfaces to replace or correct as well.








Also I just noticed something else missing too. . . . marker lights. lol Dunno what happened to those. So I guess I gotta at least model those in.
 
Stupid me stayed up and made some marker lights instead of going to bed. . . . . . .

and no, I do not know what is up with the hull material. Need to look into that as it shouldn't be reflecting as a mass like that. Likely it is that messed up environment shader I have in the scene that needs to be junked. BUT at least it is showing some of the UVW vomit I was commenting on earlier. I am considering going with a more diffuse texture than the TMP like pearl as well. I also need to restore the "LIT" and "UNLIT" rooms atm they all appear lit up. Somewhere the ceiling lum materials got unified.







The markers atm are a raw lum material and will likely be stuck under "glass" to control the glare shader freak out and the FG spots effect that lum sometimes causes. This will though drastically cut the light they emit onto surrounding areas so I will have to resort to omnis for the spill light.
 
Wonderful work! You really do have a sharp eye for all the details. But your comments about your troubles wrangling the models remind me why I stick to 2D for my artwork. ;) (Of course, my actual job deals with 3D models, but it's parametric solid modeling, not wireframe, textures, or lighting.)
 
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