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-= The Project =-

Ok I wrote this spiel about markerlights or rather right of way lights and decided if you really want to question why I am not following western or now international assumptions of stop or go that you should get off your duffs and google about the history of right of way lights and "navigational" lights. (improper term btw)

There is evidence I think for TNG era Klingons following some sort of FEDERATION STANDARDS SYSTEM of sorts as RCS are marked out in mustard/yellow. and Evidence on the Vorcha studio model of having sets of lights painted (quite sloppily I might add) with Red and Green paint though in most photos with them on it appears as Yellow and Red. It could however just be someone on set or director or whatever in production who thought it was required as the light colour definitely looks like an afterthought.

http://www.ex-astris-scientia.org/scans/vorchaneghvar1.htm
source for some LQ versions of the images. I think mine are from http://www.modelermagic.com

Updates mostly mucking about with the bottom shapes and working bits into the hull. And of course as with anything Klingon paneling all over. Do keep in mind all the lights on the ship are just simple spheres ATM and in no way permanent in their locations as well. The Vorcha lights have be considering other locations vs the simple furthest point location. I am still disliking the area surrounding that sphere thing. I am assuming it would be the reactor housing or something as the ktinga looked like it had clasps around it like it was a removable unit. Slow going today. Also ignore the turned edges on some panels as MAX is being a royal tit about displaying the hidden edges so I can turn them. Having to keep highlighting them in poly mode and doing it and it is a right PITFA to do so, like looking into a sunset and seeing anything between it and you. ARGH. Anyhow I have since corrected them and am unwilling to re-render the the images.



 
Also since I am mentioning the Vorcha anyone know where the interview is of Jein holding up the Vorcha master with all the sheets of styrene glued on for the hull panels and associated scenes of people working the mold? I am guessing the idea was that they planned to make more than one model in the future for SFX or other purposes. Or if ti was just Greg Jein's MO to do masters then cast them for the final product.
I just do not remember any of these shots of his studio or models in progress.
latest
 
^^^
Standard M.O. They would make a master, mold it, and lay it up in fiberglass. This was strong, light-weight and hollow to lend it to lighting. Also, having molds made it a simple matter to whip up a few pyro models if need be. I understand that basically all the practical models on TNG through Voyager were made this way, except the little background stuff like graveyards (Wolf 359, Qualor II) where they'd through most anything in front of the camera. including commercially available model kits, and cardboard pre-production mock-ups. There would be occasional exceptions (like the Borg cube... made up of model kit sprues) but mostly this was they way it was done.

--Alex
 
More ADD updates, I keep just randomly moving about the ship and changing this or that or working on this and that. Really bad about this atm as I just cannot focus on a single part of the ship.


 
Earlier ships that were not hero size were one off build ups such as the Ambassador etc. I know by the latter half of TNG pyro was impossibly expensive for TV or nearly impossible to set up due to regulations costs and time. Hence why we got a lot of overlay ship explosions. EXP in DS9. I guess his need to fiber the ship alone is reason enough I suppose. Add in the newer motion rigs which I think earlier eps did not have and a light model would be required. I think that was one excuse for that smaller D (yuck)
 
Also since I am mentioning the Vorcha anyone know where the interview is of Jein holding up the Vorcha master with all the sheets of styrene glued on for the hull panels and associated scenes of people working the mold? I am guessing the idea was that they planned to make more than one model in the future for SFX or other purposes. Or if ti was just Greg Jein's MO to do masters then cast them for the final product.
I just do not remember any of these shots of his studio or models in progress.
latest

That might have been on its way to becoming the Negh’Var?
 
No that is specifically the bottom side of the Vorcha, I mentioned this in the quoted post.

Update:

Goofing about with those nacelle things. Guessing these would be field machinery or maybe part of the reactor systems.


Ignore the blue as that is just max having issues with instanced objects while I work and apply materials on the original object. Max has never been able to apply material IDs to an instanced object in the right order if the IDs were not assigned in the beginning. It defaults to like the first material ID group created in the file or something. Either way inset object is a example of the current WIP status minus some things. CNPed a render from early on.

Older update set i forgot.

manual inspection/targeting port.




 
She is looking very nice, and is coming along smoothly.

I wanted to know what program you use to sketch your designs before you move into 3D. Is it a Intuios Wacom tablet? I wanted to know because my dad is thinking of getting one, and is willing to let me use it, but I wanted to make sure that it is the same thing you have, or can at least do what you do to make your concept sketches.
I figured that from one artist to another, you wouldn't mind telling me what program you use to sketch.
 
Yes I use a old Wacom Intuos3 tablet to input. The program I use is called Paint tool SAI. I think the popular tool now is Clip Studio. I am sure things like photoshop or gimp would work as well. SAI I use mostly for painting due to how it mixes the paint vs just overlaying colour. There are other programs that work like sai as well such as clip studio. I forget what the US distro calls it "manga studio?" but they are often behind by a few versions compared to clip.
 
Okay, cool. So a Wacom tablet would do what I want to do. Thanks, especially for the quick reply!

So what exactly do you use Paint tool SAI for that can't be done on the Wacom tablet?

I have Photoshop, so if that works as well, I just need to register this new labtop to use the Adobe projects, since my older Mac crashed.

Once again, I appreciate your reply. :)
 
I use the wacom with paint tool SAI, it is a application. I do not touch adobe products anymore when it comes to new software so I cannot be of much help there.

Photoshop really is more of a image editing tool vs a painting tool but best tip is to click and hold on the brush and use the mixer brush for painting as it is more like proper painting tools in how it works. Also work in extremely high rez it should help eliminate the PS fuzz. My biggest issue is how blurry linework can be with photoshop.
 
It does not really fit here but I do not want to start a new thread for misc trek things when this sorta exists.

Sort of mulling about aimlessly atm as I do not feel like painting more gunge on the connie and do not want to work on the existing OC stuff so after messing about and looking at old meshes I found this old romulan raptor model used in the Daedalus SOTL image (2015). So far all I have done is correct the background enviro settings and some alterations in the AO mapping on the ship and some fooling with those "feathers".
The idea is to go in and replace all the quick mapping to at least make the paneling be a separate uvw and add in some detail. I also am thinking of adding in the bird decal as that was hand painted in post. I ended up having to model this ship in like a week so it is not really suitable for close ups. I could probably find more wrong with it design wise that I would want to redo but for now it is just a facelift while my interest in it exists. :p











 
Mostly ran about upping poly count in areas and screwing around with the materials as I sorta lost that blue green effect was was wanting to eliminate the TMP plating look. So in the end I got this army green thing going on. . . . oops. Still need to tweak the surfacing so that the highlights are a bit stronger and not to muted. I think this is due to retaining falloffs on the reflective color vs just setting it to 0 which is white.

I have a feeling I will be redoing the nacelles from scratch as the narrowness still bothers me.



 
Mess of chamfering and some altering of parts added in something onto those flat gray areas and put some aft vents in for no particular reason other than to make that flat area look like it was there for some reason vs just adding visual form. Guessing they would be early stage plasma flush vents. I am still racking my head about what ideas I had intended for this model way back when I slapped it together.

I do vaugely remember wanting the fin to be a large sensor array to justify the presence of it as well as some slight canon of the BOPss being atmospheric and a large fin like this would stabilise the hull some in an atmosphere. Maybe why this thing makes me think of a car with wings at times. EXP those low 3/4 front renders.

Things I am considering changing are the feather struts or struts themselves to be more than large blocks. And then look at doing something with those aft nacelle bits as I really dislike the narrowness of them. Maybe dump the TOS like chrome vent things for something more like the ENT version. Which if I remember is much larger than this, I did not use those in the image originaly as I did not have time to spend making a acurate model of the ship seen in ENT, that and I figure with one of my renders people look forward to something new. I hope. . . . .







 
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