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Old 13th Aug 2017, 08:30 AM   #1171
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I like how you add the white outlines to the panels; that's a nice touch.
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Old 13th Aug 2017, 01:21 PM   #1172
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Minor error - it's "United FedEration of Planets" (missing the middle "e" in the pennant).

Otherwise, beautiful work, as usual.
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Old 14th Aug 2017, 11:01 PM   #1173
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That is odd I replied to thing yesterday but it apparently did not make it to the server. . . . must be my isp dns or something heh. Either case it was a easy fix as it was all still splines.
anyhow updates sorta

Refined the belly unit and added pew pew to the saucer. Upper render shows the red markings. I should have attached these elements before I deformed the strips so I could detach and use them as cutters vs doing this after words.










Upper saucer I might be removing all that cut in aztecing and just revert to using textures. (stuff seems to not match up as nicely as It had in the past) Guess it is all just pains of working with an old WIP. Heh if you look closely you can see some materials have the AO shader while others do not.
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Old 16th Aug 2017, 08:01 AM   #1174
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Stunning detail!
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Old 18th Aug 2017, 07:48 AM   #1175
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here we go a bunch of decals and stuff.





oh oops forgot to post that. . . . well, add in some ribby things on the nacelles too. . . . . dunno, maybe I will be undoing those. Ignore the material too.

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Old 20th Aug 2017, 06:50 AM   #1176
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More decals and markings all about.











I do plan to replace these round dome lights with something more inline with the ships form. Be they inset beacons or something more like what is set into the corners of the shuttle bay (this being the cargo bay)
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Old 25th Aug 2017, 05:38 AM   #1177
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Some more decals and started rethinking the materials on the hull. I am also removing all the material ID based patterns so there will be a tonne of mesh clean up to deal with as now the aztec will be represented by textures instead. Also a lot of the hull decals will have to be extruded out as the displacement stuff makes the hull sit too far above the decals which sucks. Really only the top egg blue with the red stripe is done. The darker blue looked ok on the bottom but up here it needs work. Stuff near the shuttle bay has not be corrected and you see AO shadows all over between the materials as the displacement automatically raises the panels for some damned reason when really all i want is a changing level of lines or shapes the DENTS in the hull. And YES, I have tried inverting things but that just makes the hull stand out more. It seems something in max when any displacement is applied anywhere it applies some sort of distortion to the mesh.





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Old 27th Aug 2017, 06:48 AM   #1178
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Yes, very much repetitive. Loads of detaching and reapplying of faces and removal of all those physical panel grids. First image shows all the current repaired and reset panels. Brown ring has hatches now that are maps. I think I have 2 more sets of panels on this side to do and the upper saucer is done sans the bridge super. I forget how the bottom is mapped so it might be needing the same treatment. ATM pretty much every panel you see is it's own object and uniquely textured. This is mostly because I have a lot of unique panel sizes.










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Old 28th Aug 2017, 03:45 PM   #1179
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painstaking work.
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Old 28th Aug 2017, 08:16 PM   #1180
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Gorgeous, just gorgeous!
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Old 31st Aug 2017, 09:19 AM   #1181
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Ok last of these annoying retexturing updates I think. I mean I do have the secondary hull that needs to be redone but at this stage that stuff is not as horribly tedious as this stuff was. Unless I go nuts and start uvw unwrapping things and laying down unique details and decals all over the hull. It is tempting but I do not think I will at this point.





Oh yeah, I fixed that annoying light leaking from the lum objects. It was a radiai setting on the FinalGather settings. It does affect render times but I think I have a decent balance atm. But time and further renders will show if I need to adjust it. .I was able to soften the light spill of the lum objects some as they were getting a bit to contrasty. Still have some issues like in the shuttle bay there is way too much noise and blown out areas in the light and dark areas. I think this is due to some settings in my importation and irradiance settings. Just loath dealing with that stuff as it means global adjustments to my other models and all the rendering and re rendering I have to do to nail a good setting.

I think at this point I only have the nacelles to detail out with physical modeling, much of the rest is just small hatches and fine decal work.
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Old 2nd Sep 2017, 08:23 PM   #1182
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The original USS Balmung you did is one of my favorite meshes. I have the SOTL calendar image on my wall now. I really like your updated version.
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Old 3rd Sep 2017, 04:44 AM   #1183
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Some nacelle details. Not sure about the plating,







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Old 3rd Sep 2017, 08:23 AM   #1184
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Welp check off those rear gubbins sensors.




Well, not totally complete I will likely add in some more bits in there.
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Old 5th Sep 2017, 05:05 AM   #1185
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Screw up rigging with standard non MR lights. Also more junk on that sensor nest.














Even though the older lighting was mental ray (the saucer stuff) I decided to give photometric a go. Odd would think the use of similar gizmos etc would make it easier to set up but these do look different in render vs the viewport. EXP when they shadow or clip onto something with the beam. Clearly I am also attempting to get that real spot look where the light is not the typical 3d light where it is all one color when projected onto a surface giving that pre-baked lighting look.

Renders are sans my GI/skylight and the reflective environment so things are very contrasty and saturated.





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Old 6th Sep 2017, 10:24 AM   #1186
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So beautifull!!
As a personal taste, I would paint that beige saucer ring in the same dark bluish color the you put in the other places.
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Old 9th Sep 2017, 07:25 AM   #1187
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Some more lighting renders. I also decided I did not like some of the extrusions on the nacelles so I pulled some of them off. Still debating about the others. Added some grids and patterning and vents.
























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Old 9th Sep 2017, 01:21 PM   #1188
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Added in a mess of decals and signage. I doubt I will go through all the cross hatching and full paint up like I did for the Mughi and a few other ships interiors as those will likely not be seen often in renders etc. White and red markings pinched from TNG galaxy class secondary bays. The color schemes seem to conflict once in a while on the various TNG era ships. I think I am using the right font though. I think. . . . . . "context ultra condensed" Least it looks close. Never noticed they used a different font from the EXT hull markings before. Guess it was just lazy eyes heh.






I am considering adding a rough texture or sparkle into the landing bay areas IE the colored piping and black surface, atm sampling is high enough it comes out like rubber. Almost tempted to do a super low extrusion to make the lines look like thermal paint (stuff you see on roads) Only thing is bumps often look really fake at certain angles hence in the past I just gave the reflective samples a low setting to create a glossy "sparkle" to them. Something that would probably fail in animations or cause a "wiggle" effect.

Still intend to do something more futuristic for the right of way markers but just drawing blanks on that. Likely turn these at least into plexi blobs of glowy bit that is a bit more flush with the hull than these 1800s ribbed dome things. And yes the light on the reg numbers is crap and will be adjusted. I also plan to model fixtures for all these spot lights on the hull.
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Old 9th Sep 2017, 07:38 PM   #1189
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Amazing as always! As for the the yellow markers on the shuttlebay, I like your idea of making it look like thermal paint, though it has to be thin enough as to not cast a shadow when seen from afar (that makes it look fake as you mentioned). Just high enough to be seen in a close up render like these last ones you posted.
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Old 10th Sep 2017, 07:44 AM   #1190
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The lighting looks nice, especially in the hangar.
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Old 11th Sep 2017, 01:42 PM   #1191
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love that lighting rig
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Old 12th Sep 2017, 01:42 AM   #1192
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missed update due to database errors.

Converted some of the internal spaces to use the shuttle bay (saucer) walls and doors. Also adjusted some materials and swapped out some lum lights for photometric.








Extruding the landing decals didnt work that well, it required a really close render for it to show up and was too costly in poly count for the benefit.
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Old 12th Sep 2017, 09:47 PM   #1193
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May have been costly - but it looks good!
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Old 13th Sep 2017, 08:49 AM   #1194
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I like those little cubby holes for the shuttles in the fan tail.
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Old 16th Sep 2017, 07:11 AM   #1195
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Not much of an update but it is something.



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Old 16th Sep 2017, 07:44 AM   #1196
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Those lights look better. The style is more in keeping with the overall design of the ship.
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Old 17th Sep 2017, 04:59 AM   #1197
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Ok renders showing them all over the ship. I THINK I have all the locations needed. I do think on some ships they had some flanking white blinkers 2/3 down from the half way point on the saucer IE just to the sides of the neck. Anyhow if I should have some elsewhere speak up. Yes, there are none on the front of the nacelles as oddly most of them do not have them there. Somewhere I got the idea that the front of the nacelles are suppose to have RG right of way markers.










not much getting done as I am having to hover the house as the city thinks renters have no 4th and 14th amendment rights and enforce a penalty house inspection. IE if you do not give permission for government entry they fine your manager and get a warrant. Go figure. It is just some scam to make $$$ bleeding rental owners with the lame excuse of catching slumlords etc.
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Old 17th Sep 2017, 07:49 AM   #1198
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I've always put the right of way marker lights on the front of the nacelles. But now that you mention, I don't recall ever seeing them there either.
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Old 18th Sep 2017, 04:48 AM   #1199
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Well, as Eric mentioned elsewhere there were those dart shaped ones on the TOS connie. heh. But yeah I did as well until one day I noticed they had non on many of the ships post TOS. Shrug.


Some quick work while I had my coffee break. I just had not finished posting them until now. I dunno if this really matters but it is just to break up the pattern across the panels so texture does not seamlessly flow from panel to panel.





They are inverted but I should probably go in and offset them as well.
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Old 18th Sep 2017, 09:03 AM   #1200
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Hey MKF, glad to see you're still posting your work. No need to explain why I've been absent. Doesn't mean I appreciate your work any less though.
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