PDA

View Full Version : My take on the TOS Enterprise


EremiticWolf
2nd February 2008, 10:11 AM
Last year I started working on the TOS Enterprise, got to a certain point and stopped. :)
Then seeing the trailer for the new movie, was wondering why they had to change the ship I grew up watching. Not saying the new one isn't nice looking.

So I dusted off the model and started reworking it a bit, into what I thought the TOS Enterprise could of looked like. This model is not textured.

Was hoping some of you that are alot better at Lightwave could tell me a better way to put the windows into the hull. The way I was doing it was using stencil then pulling back the points to create inset windows, but they didn't look to good with the curved hull.

Thanks.

bmckain
2nd February 2008, 01:17 PM
The problem you are having with stenciling is that you do not have enough poly density. Since you have built the hull what I would suggest is increasing the poly density for the direct area to be stenciled. Cut the windows in and then clean up the area. Be sure not to delete the points for the window in the process. That way the boolean has enough geometry to align the points properly.

EremiticWolf
2nd February 2008, 01:21 PM
Thanks for the suggestion, I'll go and try it out.

Rigel
2nd February 2008, 02:41 PM
Also, after you stencil the window, do not pull the points back. Either use Bevel or Smooth Shift to indent them.

Your model looks very nice by the way.

EremiticWolf
2nd February 2008, 05:59 PM
Thanks! This model was my beginners try at modeling in lightwave last year. :)
Now I think I'll go back to one of my earlier versions of this model and redo the windows and the other inset items.
You can't see in these images but behind the bussard caps are two modeled "turbine" blades. They create, what I think, is a neat lighting effect.

I'll show more pics as the model progresses. :)

TheGreatRaja
2nd February 2008, 07:37 PM
yeah, windows on a curve hull can be tricky at best

Dark Overlord
10th February 2008, 04:46 PM
Was hoping some of you that are alot better at Lightwave could tell me a better way to put the windows into the hull. The way I was doing it was using stencil then pulling back the points to create inset windows, but they didn't look to good with the curved hull.


there are a number of ways to do it and make it look good. My favorite LW tool for this kind of thing was Vertibevel.

I'm not sure if all the forum posts are still here from the old site, but I did a mini tutorial on this very subject about 2 years ago.

As I recall, I posted it in a thread by Professor Moriarty for HIS TOS era Enterprise.

EremiticWolf
11th February 2008, 08:27 AM
there are a number of ways to do it and make it look good. My favorite LW tool for this kind of thing was Vertibevel.

I'm not sure if all the forum posts are still here from the old site, but I did a mini tutorial on this very subject about 2 years ago.

As I recall, I posted it in a thread by Professor Moriarty for HIS TOS era Enterprise.


Thanks, guess I'll have to read up on my copy of Vertibevel, always had problems with the bevels being to large or going in the wrong direction lol. I've been removing the old windows and rebuilding some of the model. Over the weekend the Engineering hull got a 80% overhull. LOL
Couldn't find the post for Professor Moriarty. :(

EremiticWolf
25th February 2008, 08:12 AM
At work I was talking about the model I've been working on and my friend said he would like to see my work. So I did a few renders. This model at the start of this thread was over 22 MB, redid the Primary Hull, Engineering hull, and the warp engines. The model has been Sub D'ed and used freeze. The model now is 5.86 MB and over 1,566,869 polys. LOL
Thought I'd share my progress so far. Now just will need to add the windows, and some textures.

ronaldheld
26th February 2008, 03:34 AM
Interesting design variation.

EremiticWolf
26th February 2008, 07:19 AM
Interesting design variation.

Thanks, I'm not into changing the looks of the TOS Ent. to much.
Started working on the XCV-330. I'll post pics of my progress on that if anyone is interrested.

Dark Overlord
26th February 2008, 12:16 PM
Thanks, guess I'll have to read up on my copy of Vertibevel, always had problems with the bevels being to large or going in the wrong direction lol. I've been removing the old windows and rebuilding some of the model. Over the weekend the Engineering hull got a 80% overhull. LOL
Couldn't find the post for Professor Moriarty. :(


Vertibevel can be a tricky beast, but it is also extremely powerful.

Going the wrong direction is just a matter of thinking about where that bevel is really going when you are drawing the profiles in VB.

As for being too large, again, that is a matter of you getting used to using real measurements. Once you get used to Vertibevel, you'll find it impossible to live without.

As for the windows, well, a couple of people have already given some good advice. Make sure you have enough mesh density. Stencil your windows, then carefully check all tghe points. If you end up with two or more points in close proximity to each other, weld them together. Otherwise VB gets messed up and your bevel gets mangled.

Afterwards, select the polys and use VB to do 100% of the indent and shaping. VB allows you to name the bevels, I used to have the hull, the bevel itself would be something like "window_edge" and then the surface would be named window.

to control smoothing errors, you can select the window edge polys, then cut and paste back into the object for a nice clean render.

If you need it, I can see if I can dig up my original post complete with pics to demonstrate. Feel free to PM me if you need it.

EremiticWolf
27th February 2008, 08:04 AM
Vertibevel can be a tricky beast, but it is also extremely powerful.

Going the wrong direction is just a matter of thinking about where that bevel is really going when you are drawing the profiles in VB.

As for being too large, again, that is a matter of you getting used to using real measurements. Once you get used to Vertibevel, you'll find it impossible to live without.

As for the windows, well, a couple of people have already given some good advice. Make sure you have enough mesh density. Stencil your windows, then carefully check all tghe points. If you end up with two or more points in close proximity to each other, weld them together. Otherwise VB gets messed up and your bevel gets mangled.

Afterwards, select the polys and use VB to do 100% of the indent and shaping. VB allows you to name the bevels, I used to have the hull, the bevel itself would be something like "window_edge" and then the surface would be named window.

to control smoothing errors, you can select the window edge polys, then cut and paste back into the object for a nice clean render.

If you need it, I can see if I can dig up my original post complete with pics to demonstrate. Feel free to PM me if you need it.

Thanks!
I sent a PM let me know if you get it. :-)

EremiticWolf
8th March 2008, 08:54 PM
Tried out Prologic9's tutorial on how to build the sections in the hull of a starship and came up with this. I've also done this to the Dorsel connector and engineering hull.
Now just have to get up the nerve to stencil the windows into the hull. lol

EremiticWolf
15th March 2008, 04:47 AM
Renamed this model the Abaddon, would be launched roughly one year before Kirks first five year mission was over, and a test bed for most of the technology seen in the refit Constitution Class star ship.
Not complete yet by any means but thought I'd do a few test renders.

Majestic
19th March 2008, 03:15 AM
Not being much of a modeller myself all I can say is excellent work, it goes to show classics never die.

pubacc
20th March 2008, 10:13 AM
neat modelling there, a lot of details too..

EremiticWolf
21st March 2008, 12:41 PM
Thanks for the replies, was beginning to wonder if my modeling skills wasn't very good. LOL
Still alot to learn though.

EremiticWolf
19th November 2008, 12:55 PM
Thought I'd work on this re imagined Ent. model for a bit, rebuilt a lot of it (Primary Hull, secondary hull, warp engine) since I've been trying to learn modeling I find better ways to make the meshes and thus redo things I didn't like before.

Below are a few screen shots and a test render.

Rigel
19th November 2008, 10:01 PM
Nice work. The red on the warp domes is a bit hard on the eyes though. :)

EremiticWolf
20th November 2008, 12:03 AM
Nice work. The red on the warp domes is a bit hard on the eyes though. :)

Thanks for the reply and sorry about your eyes. :-)
Trying to find a good tutorial on translucency. :nuts:

ronaldheld
20th November 2008, 03:55 AM
That does not look bad.

Mikala
20th November 2008, 09:07 AM
I like the look of the Abaddon.

Woody
20th November 2008, 09:18 AM
Someday I have got to model the Enterprise. It just looks like a fun one to do.
As for your transluceny issue, you may try some of the new dielectric materials that ship within the node editor. They seem to do a pretty decent job of thick, glassy surfaces.

EremiticWolf
20th November 2008, 12:51 PM
Thanks for the replies everyone. I used the same engines as the Abandon, I took off the top blue glow as I thought to myself it would possess a "weak spot" on the engine. Thanks woody for the idea I'll look at that. :-)

I added a new image of the detail I am shooting for. It's the airlock room. Might have to remodel it. Someday.....if everything goes right, I plan to make a fan film and use this model, hence the high level of detail. I'll also have another model not so highly detailed with the "normal" windows, for regular shots. :devil:

EremiticWolf
22nd November 2008, 08:44 AM
Some test renders. Have to learn how to add detail to the model like grid patterns, windows, and textures.

EremiticWolf
24th November 2008, 02:06 PM
A few more renders, these are showing off the large rec room. Later I'll add a few trees and a few other things.

ronaldheld
25th November 2008, 03:34 AM
You have a few details I did not think to do.

Crook
25th November 2008, 03:38 AM
Someday I have got to model the Enterprise. It just looks like a fun one to do.

Get started! Everyone should do a 1701 - it should be the equivalent of a teapot in this day and age. I love the variants that people come up with for it, there's no ship like it in the 'verse I say.

EremiticWolf
25th November 2008, 08:24 AM
You have a few details I did not think to do.

Not done yet, when i can find a good deck plan, every window will have a room behind it, so during a close up of the ship you will see the red alert lights flash. :devil:

Even if I can't do my fan film, I'll do an animation with this model.

ronaldheld
26th November 2008, 06:09 AM
Maybe for Star trek fans, it is the equivalent of a teapot?

EremiticWolf
28th November 2008, 08:08 AM
Cut the windows in this holiday and thought I'd do a couple of renders. Too much glow effect I think, but these are just test renders.

ronaldheld
29th November 2008, 05:17 AM
They look better than my test ones from yesterday.

EremiticWolf
8th December 2008, 08:28 PM
Thought I would redo the windows, add some frames around them and such, so while I was at it thought I would model the details like the reg numbers and such. Also thought I'd add a few lights and see how the model would look lit up a bit.