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Old 2nd Apr 2012, 03:35 PM   #1
Jmoney
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Default Star Trek - Texturing Prologic9's Galaxy Class High Res

Hello,

I started this a little while ago and decided to post what I have so far. I only work on this a little bit at at time as I spend most of my time working on other projects, so don't expect updates right away.

The upper and lower saucer section, main hull, upper pylons, and upper warp nacel textures are directly based on Tobias Richter's Galaxy Class mesh. I asked if it was ok with him before I posted this being that I used ortho's of his model for texture reference. I used modified decal sheets for the bridge area and lower dome section, but I plan to switch those out.

All textures were created using the pen tool in Photoshop, and modified point by point to match each grid space.

Saucer texture resolution: 4077 x 3129
Main Hull texture resolution: 3075 x 4020
Warp nacel texture resoltion: 459 x 2044

I also converted them to greyscale and adjusted the levels for use as specular and bump maps.

JMoney
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Old 2nd Apr 2012, 03:49 PM   #2
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looks pretty good but I think it'd help to user supersampling and bump mapping
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Old 2nd Apr 2012, 03:55 PM   #3
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Quote:
Originally Posted by Phoenix View Post
looks pretty good but I think it'd help to user supersampling and bump mapping
Those renders are using JPG textures (I forgot to mention). I'll save them as PNG's out of Photoshop for the final version. I know jpg compression is horrible.

All but the last render were done in Mental Ray with just a skylight, so the bump doesn't show up.

Thanks,

JMoney
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Old 2nd Apr 2012, 07:51 PM   #4
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Looking great, was wondering when you get them done i was wondering if I could apply them to the Prologic Galaxy Dreadnought? Been working on version two trying to texture it but I can not draw very well.
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Old 2nd Apr 2012, 07:54 PM   #5
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Nice job, I always liked Prologics Enterprise D.
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Old 2nd Apr 2012, 10:43 PM   #6
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Verry god texturing on the fantastic Prologic Enterprise D.
Can you uploading this one ?
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Old 2nd Apr 2012, 10:53 PM   #7
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I do plan on releasing this as Prologic9 states in the readme file to share any modifications made to this mesh.

There's still a lot more to do. I need to texture/color the neck, bottom of the nacels, and the entire underbelly of the hull.

I've also been converting this to quads, fixing mesh and smoothing errors, and manually deleted edges caused by the max conversion. I had 60,000 edges deleted but had to start over since the stupid "edit poly" modifier I used at the start caused crazy mesh and smoothing errors, as well as triple edges, etc.. LOL I'm using the "quadrify tool" in certain areas, but have to manually do it for most as quadrify doesn't always do what you want.

If ANYBODY can convert this to max format without the tri's and all of the errors, I'd appreciate it and would make things much easier.

If I don't complete this in a reasonable amount of time, I wouldn't mind uploading this in an incomplete state if people just want to mess around with it. I just want to get a little more done first.

JMoney
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Old 3rd Apr 2012, 09:35 AM   #8
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Wow, I'm really looking forward to do some nice renders with the model and your great textures.
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Old 3rd Apr 2012, 07:30 PM   #9
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Congrats dude! You made na excellent work!
Which max version are you using?
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Old 3rd Apr 2012, 08:10 PM   #10
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Quote:
Originally Posted by starship View Post
Congrats dude! You made na excellent work!
Which max version are you using?
Thank you. I'm using Max 2011

Just to let everyone know, I'm giving the top saucer texture a second detail pass as we speak. I'm texturing the detail within the aztec pattern , as well as some more little details and bump lines. I should have an update in like a day or two......don't hold me to that though...LOL!

JMoney
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Old 3rd Apr 2012, 10:39 PM   #11
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Using the pentool, lots of patience I imagine. And giving it a second pass? Looking forward to your next update.
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Old 6th Apr 2012, 11:00 PM   #12
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Updated the saucer texture:

Added a TON of little details all over. Can you spot them all? Took FOREVER to draw, position, and color them! Some are really tiny.

I changed the main aztec pattern in certain areas along with some resizing as well. Changed the inner saucer pattern (before it goes up a level)

Ignore the lighting, it's just a spotlight along with a skylight

Enjoy!

JMoney
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Old 7th Apr 2012, 05:47 AM   #13
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This will look amazing when the specular starts glinting off the saucer Excellent work.
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Old 7th Apr 2012, 10:48 AM   #14
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I've tackled that ship a couple of times, but you sir have put my feeble attempts to shame. The added detail really has helped the saucer section. Once you finish this mammoth undertaking you've embarked on, any chance you could convert the finish product to Lightwave?
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Old 8th Apr 2012, 04:05 PM   #15
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Quote:
Originally Posted by Jmoney View Post
Thank you. I'm using Max 2011

JMoney
I tryed to generate an export from LW. The geometry exported very well, without tris, except cause the saucer, corrupted and missing, as the textures. Anyway, if interested, I can send you what I got. Just drop me a line.
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Old 8th Apr 2012, 04:30 PM   #16
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very cool, hope you can find a clean geo version. Trenkler's SOV is a beast due to all that triangulation and oddities. I have tried to do a clean up of this model but always lost motivation during the clean up process. Sounds like 2011 has some cleaning tools to ease the pain though vs selecting edges manually and yoinking them or all out rebuilding due to things going whack.
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Old 8th Apr 2012, 08:00 PM   #17
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Quote:
I've tackled that ship a couple of times, but you sir have put my feeble attempts to shame. The added detail really has helped the saucer section. Once you finish this mammoth undertaking you've embarked on, any chance you could convert the finish product to Lightwave?
I don't know how to do conversions very well, but the textures will be released when finished so hopefully someone can help you out with that.

Quote:
Originally Posted by starship View Post
I tryed to generate an export from LW. The geometry exported very well, without tris, except cause the saucer, corrupted and missing, as the textures. Anyway, if interested, I can send you what I got. Just drop me a line.
I might take you up on that offer when I'm done with the texturing. The back of the neck has a few smoothing errors, but the mesh is corrupt from the conversion because I can't change the smoothing level (it does nothing). If I apply two normal modifiers it fixes that problem, but creates major issues around the booleaned areas. Fix one problem and create a worse one in the process! My next move will be to detach that section, convert to editable poly, and reattach and weld. Around the bridge area and captains yacht area were a mess, but I did manage to fix it. I'll take a look at what you have when I'm all done rather then waste my time trying to correct these little problems right now.

Quote:
Originally Posted by Madkoifish View Post
very cool, hope you can find a clean geo version. Trenkler's SOV is a beast due to all that triangulation and oddities. I have tried to do a clean up of this model but always lost motivation during the clean up process. Sounds like 2011 has some cleaning tools to ease the pain though vs selecting edges manually and yoinking them or all out rebuilding due to things going whack.
2010 and 2011 have some nice tools (graphite modeling tools), but I'd say out of the 60,000 edges I removed prior to starting all over, 50,000 were done manually click by click! Since the restart I only removed a few thousand.


I'm working on texturing the entire bottom of the ship. I'm almost done drawing the pattern, and it's matching up well. A little more to go and I can start coloring. I'll have my next update soon. I really want to finish this one as a good set of textures for this mesh are LONG overdue!

Thanks,

JMoney
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Old 8th Apr 2012, 08:15 PM   #18
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lol that is funny first thing I turn off in max is the graphite tools!

You had mentioned some sort of modifier or such that I did not recognize, so I thought it might have been lending a hand to the clean up effort. THOUGH your quadrify tool might be your fingers and mouse clicking away and pressing backspace. :O haha. I did have some success in chopping things up and using the optimize modifier then going in and restoring edges. It did little help when the object was covered in doubled faces and other odd wonky stuff (not prologic's D but other conversions)

I look forward to replacing my lost scifiart model with this. (still cannot find a dl for that mesh anymore)
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Old 9th Apr 2012, 03:37 AM   #19
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Jmoney, you need to check the upper saucer again (red marking lines), looks like a faulty mapping on the segments alongside the phaser strip.
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Old 9th Apr 2012, 04:10 AM   #20
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Quote:
Originally Posted by nightfever View Post
Jmoney, you need to check the upper saucer again (red marking lines), looks like a faulty mapping on the segments alongside the phaser strip.
I don't see what you're talking about. The lighting in the render is playing tricks on your eyes.......... (just kidding)

Good eye! I didn't even see that. When I'm texturing I use an overhead view with and without the phasor strip so I can see what I'm doing. I must have forgot to turn that layer back on to check. I'll go back and fix that after I'm done the bottom. We'll call it version 3.0

Thanks for pointing that out as I want this to be as good as possible.

JMoney
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Old 9th Apr 2012, 09:22 AM   #21
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Update on the bottom textures:

I still have to add a few details, but I'm not 100% happy with it. I may give some of the details a fine outline using a #1 brush to make them "pop" a little more, and give them a very slight outline with bump. I think that will make it look better, so we will call this "Version 1.0"

Once I'm done with this, I'll post an update then fix the top saucer.

Enjoy!

JMoney

EDIT: The texture is 4K
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Old 9th Apr 2012, 09:27 AM   #22
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Wow .... !!!
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Old 9th Apr 2012, 10:13 AM   #23
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That looks great. It's very impressive that there is no distortion in the image map; nicely done.
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Old 11th Apr 2012, 09:36 PM   #24
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Finished the bottom nacel (which is a completely different pattern then the top).

I also fixed the top saucer which had a problem the nightfever pointed out. I'll post an updated pic of that another time. I even fixed a few other little things on the top saucer as well.

NOTE: Bump and specular not show as this is lit only with a skylight to show the texture.

Enjoy!

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Old 13th Apr 2012, 12:47 PM   #25
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Incredible work, Jmoney. These textures look fantastic. Shall look forward to playing with this beastie when she's done!
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Old 13th Apr 2012, 05:22 PM   #26
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UPDATES:

1) Finalized the bottom nacel texture, added a little bit more detail and changed a few minor things.

2) Textured and finalized the piece attached to the bottom nacel.

3) Added some color to the side of the neck.

4) Fixed the top saucer pattern as pointed out by "Nightfever". I will finalize the top saucer texture next (just needs a little texture touch up and to be saved as a PNG).

I'm also going to add more details to the bottom, upper pylons, and upper hull textures (not all at once) as well as tweak a few things. Once done I will post updates for those sections. I'm saving the neck for last.

Please note: All renders were done with a skylight to show the textures so bump and specular does not show. All textures do have bump maps and they work just fine. Also, ignore the aliasing in the mesh for the wide shot as sampling was not cranked up.

Enjoy!

JMoney
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Old 14th Apr 2012, 01:09 PM   #27
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Excellent work!
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Old 15th Apr 2012, 09:32 PM   #28
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Old 16th Apr 2012, 05:47 PM   #29
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Finished the neck underside. The mesh itself is not smooth in that area. There are many slight bumps and dips, and because of that the texture slightly distorts, but there's nothing I can do about that without smoothing out that area of the mesh which I don't plan on doing.

- added "enterprise" to both sides of the neck (right below the torpedo launcher). It is geometry, not a texture. I copied it from the back pylon, rotated, bent, and turned off cast shadows in parameters.

I'm also 99% done the back of the neck and neck stripe and will post an update on that soon.

JMoney
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Old 17th Apr 2012, 12:42 AM   #30
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Most impressive.
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