Discussion in 'Fan Art' started by PixelMagic, Nov 30, 2020.
Looks like a KT version of John Eaves' old concept(s) from STO:
Comic book-making sidebar note: I think the OBJ version will be effectively convertible for use with Clip Studio Paint...?
Because that's exactly what it is. I literally took that bottom concept art and made a Kelvin Timeline version of it.
And it came out great!
Strange to see an Eaves design that doesn't have its impulse engines aimed at something like the nacelles or pylons..
Due to the angle, they're still kind of angled at the shuttlebay landing area...
As I continue to develop a couple more Kelvin Timeline ships, another fan, Justin Banner, decided he wanted to give a go at an Oberth class. So we are collaborating on the design. Still roughing it out, finding the form, but it's cool to see the starship scales together, I think. Tyson dwarfed by the Enterprise...lol.
So I’m guessing you’re going with the 2,380 foot length of the Kelvin Enterprise from the 2009 movie? I’m just eyeballing it here, but the Tyson looks about 1/4 the length of the Enterprise, which would make the Tyson roughly 600 feet long. That seems about right.
I've brought the model into Blender and set it up to render in EEVEE, but I get this strange flickering on the impulse engines when beyond a certain distance from the camera. Anyone know what could be causing this?
Looks like the kind of error you'd get with two identical objects/polygons superimposed on top of each other. Is the model set up with, like an "on" impulse engine and an "off" impulse engine and you're supposed to hide or delete whichever one you're not using?
No, that's all controlled in the materials. This is how it looks in the model:
I don't know Blender, but my guess is that it's a sampling issue. Once the ship gets far enough way, the impulse engines flicker because there is not enough samples to resolve the tiny dots.
Btw, I just noticed the effect of the deflector dish pushing rocks out of the way. So cool!
Thanks. It was actually a practical decision as it was much easier to set it up that way than to have them bounce off the hull, and it makes way more sense. Good thing you added that deflector.
You sure that’s not an animation keyframing error of some sort? Kelvin impulse engines are supposed to “shimmer” with the various dots cycling on and off randomly, and I’d imagine that effect is animated by keyframing the material emission properties. But when the ship flies past the camera and the viewer catches the first glimpse of the impulse engines, they’re completely static and unchanging... and then all of the sudden they go crazy with rapid flickering on and off. For that matter, I also noticed the “propellers” in the domes of the warp engines are completely still as the ship is flying by... shouldn’t they be rotating?
Yeah... I’m thinking keyframe issues.
Nope, there are no key frames on the engines, and it only happens when I render using the EEVEE engine. If I switch to Cycles then it’s fine but takes much longer.
That might be a useful effect to show engine failure in a scene. Strange digital artifacts can help tell a story...
For example, I thought about rolling a green, flat rimmed space station wheel across a greenscreen floor with the camera above.
The result might be a saucer shaped "distortion."
Tyson Flyby Draft 2.
Made lots of little revisions based on feedback from Draft 1. Also added new elements such as a moon, planet rings, space station, and location text. Also gave the hull a subtle TMP pearl aztec pass.
Planet four? Of System L-374?
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