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Old 17th Apr 2017, 10:14 AM   #1051
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I really like where this is going. I love the layered paneling and the plates down the spine. almost serpentine or draconian.
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Old 19th Apr 2017, 03:22 AM   #1052
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Ok made 2 bits of hull into one and then started cutting those panels in. I probably could have copped out and just left those separate panels but meh. It makes it easier to lay greebs into the cracks this way and it is not a mess of intersecting objects. However I think the ones that cross what was the upper neck and lower neck will remain as separate objects just for the ease of it vs extruding it all out. I manually cut everything as boolean on this would have been a PITA and probably take a hell of a lot longer than just freehand cuts.








heh kinda pointless having that ledge on that lower neck part when those hex plates just cover most of it. >_< Ignore panel colors as they are for lazy selection purposes and let everyone see the cut un-beveled/extruded panels. I should also match the upper and lower panel spacing as it is not atm but the head neck interface the angles are a bit fiddly with regard to that. (panel angles are coming from this interface area)


Also seems SFM died yesterday. PHP is spitting out 0k txt files.
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Old 20th Apr 2017, 01:02 AM   #1053
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More plating. I am just not liking the way it is causing that lower neck part to look like one flat slab. IE it is loosing the inset stepping that defined that lower part.



Renders of a bit of a insetting of that lower area by dragging the bits in some. I think this might work but it might need to be more dramatic. Too many goof ups lately. sheesh.



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Old 20th Apr 2017, 04:50 AM   #1054
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Think I got things arranged enough to get back the inset feeling I wanted for this area.





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Old 20th Apr 2017, 11:12 PM   #1055
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Smallish update. Mostly cutting panels and planning things and redoing things due to a change of mind on some elements. Last min I decided to use the plating to frame in some windows vs having blank spots or sensor clusters. I am still undecided on the paneling and how it will butt up to those spine details. I might use the neg space those blue panels make ans just custom cut those to wrap around and butt up to the spine things.



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Old 21st Apr 2017, 08:04 AM   #1056
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Windows got some rooms behind and a mess of panels.





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Old 21st Apr 2017, 10:03 PM   #1057
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Debating on the type of details across the top of the neck. Panels or grooves? I am leaning towards panels as it makes the spine things look more part of the hull vs just objects occluding the neck polies.



The spine things I am also not sure how I will detail them out. Likely I wont do what I did with the join object where it goes into the head part of the ship. But more of a inset where each spine connects to the next. Make it appear they are large foamed metal/composite bits vs a mess of panels fused into a form. I cannot see these ships being built like modern ships with fused panels or even old frame with panels construction.




Including some full ship renders to show the current overall shapes. I am in the process of finalizing all the remaining subdivision objects hence the final silhouette of the ship. I am thinking I might need to look at lightening up the aft wend some by removing some of the heavy structure off the back around the "pods" Say maybe those structures aft of the shoulder guns. Leaving the superstructure the pods are mounted to as the larger aft structure. That or inverting the idea by shortening the hull the pods mount to it pull the ship's butt in more. In the end the idea is to eliminate the flat end on the ship that all of these separate structures are visually creating.



This render shows those neck panel options. I am leaning towards the panels though as it helps hide the join of those spines and allows me to "clutter" up areas around the head and aft hull.
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Old 22nd Apr 2017, 09:59 PM   #1058
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Update:
moved some bits around and altered some of the core structures before calling it quits with a cold. . . . . beh.




I also did some rough work on the Disruptor turrets.


The intent was to find a weapon looking thing that was as far from barrels on a box as I could get. For me trek was about weapons that were not anything like modern day stuff. Granted the large gun on the ships belly will be a tubes and barrels thing but I have canon to follow. Idea is there is an emitter in the central cone and the ring with the triangular things controlled the focus and would give direction to the beam. Given they are disruptors I am guessing it is some sort of wave device that causes atoms to loose cohesion. So even more so I wanted to avoid barrels and boxes. (Typical turrets) Scale right now is up in the air the original emitters I had on that other Klingon ship were much smaller than this. I think the ones on the K'tinga when scaled were like 4ft high.





I do have another idea with the ring but instead of the cone that resembles the K'tinga base, I would have hinge mechanics and a fixed emitter that would elevate with the ring.
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Old 23rd Apr 2017, 02:34 AM   #1059
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Dunno maybe I made them too big they stick out a bit. I might scale them down some or alter my idea a bit.





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Old 23rd Apr 2017, 08:17 AM   #1060
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Well, the ship now has 10 small disruptor turrets. At this point I am holding off with adjusting the size. Some of the positions and possibly weapons count may vary.







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Old 25th Apr 2017, 08:05 AM   #1061
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I like the disruptor design. I also don't think they stick out too much. In the medium shots, they're a bit difficult to spot, so I think their size is spot on.
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Old 25th Apr 2017, 10:06 AM   #1062
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How about something like this for the neck top plates
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Old 26th Apr 2017, 03:53 AM   #1063
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I kinda wanted to avoid random plates on the spines. I had thought of some braces along the centerline similar to that key thing you have. Idea is the spines are some sort of shield/deflector system for the ship. Similar to those rectangular things on the K'tinga. Kinda why I considered getting rid of the spines early on as I could not come up with any reason for them other than looks.

Updates are the remaining subpanels work on the neck and messing with the central hull brackets, then fooling with the ships butt to clean things up some.









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Old 26th Apr 2017, 04:42 AM   #1064
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I was thinking something like this for the impulse. Dunno might not need to stick to a regular rectangular shape as the Ktinga were those angled off things. Heck, I suppose I could just use that central hull bit and leave these areas for some sort of flush system. I do really need to break things up backhere more and get rid of that lumps and bumps crap.

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Old 26th Apr 2017, 06:41 AM   #1065
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Some better examples of it.


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Old 27th Apr 2017, 04:56 AM   #1066
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Just some slight changes to things as I did not spend much time on it today.





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Old 27th Apr 2017, 04:45 PM   #1067
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Those disruptor turrets are incredible
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Old 28th Apr 2017, 10:15 PM   #1068
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thanks.

New bussard pods. Or reactor pod, or uh heat cooling pod or whatever the heck they are.



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Old 29th Apr 2017, 10:50 PM   #1069
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Planning out some of the plating on the pods. Ignore the materials on the ones with the whole ship as there are bits missing and materials are wrong due to them being cloned objects and max not being able to properly create clones material IDs. Dark bits will be hull colored extrusions.





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Old 30th Apr 2017, 07:01 AM   #1070
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Erm spent more time undoing things that I probably could have just reverted the objects and re-done faster. . . . . oh well. There is still a mess of things missing from the rear and some detail work but I think this is broken up enough to work out.







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Old 30th Apr 2017, 09:23 AM   #1071
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OMG!!!!!!
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Old 1st May 2017, 08:12 AM   #1072
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Overall the stern looks nice. I particularly like how the impulse engines turned out.
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Old 1st May 2017, 10:42 AM   #1073
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That's looking really wicked
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Old 1st May 2017, 06:54 PM   #1074
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Thanks guys.

Where I left it last night. Probably take a break and work on some other part today.





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Old 1st May 2017, 10:21 PM   #1075
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New "feathers" and some ideas for paneling. Junked the old stuff due to the bad angles. Seeing these rendered some of the planned panels need some pushing about.





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Old 2nd May 2017, 06:45 AM   #1076
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Where the wing panels sit for now.





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Old 3rd May 2017, 02:46 AM   #1077
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Setbacks, found I had introduced some non planar faces and the compound angles were just to aggravating to repair so, rebuilds of some parts. These repeated patterns on a inconsistent surface are a real pain in the ass. But it does help avoid that CGI look much easier geometry produces. MEH.

The faces did not really show up in render but knowing they were there irked me to no end. I guess you can kinda see it in this render.


SO v3 for these bits and it is all gone now. It lacks the nicer curve the old parts had and I have a mess of work to restore but meh.



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Old 3rd May 2017, 10:27 AM   #1078
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Loving the details on the impulse hoods.
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Old 4th May 2017, 02:35 AM   #1079
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Detail bits on the bottom.













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Old 4th May 2017, 06:25 AM   #1080
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Decided to add some detail to the pipe bits and that area beneath them.



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