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Old 16th Jun 2009, 06:17 PM   #301
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Sorry meant edge. I am not sure if other apps have a feature to re-triangulate or edit the hidden edges. Hopefully this image will show what I am referring to. Anyhoo it allows you to do away with the surface edges and cut down on poly count. something like 40k for this mesh. Most if not all mesh errors IE shadows wrinkles black spots etc are caused by these hidden edges not constraining the polyface. Think rubber skin on a scaffolding IE a tent or something. If structure isnt there the skin will "fold" or "wrinkle" These hidden edges are kind of like the tension on the skin.

I might not be using proper "terminology" though, never had any 3d book learning etc so most of it is seat of the pants and other forum members.
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Old 16th Jun 2009, 07:20 PM   #302
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Your "seat of the pants" talent kicks ass.
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Old 17th Jun 2009, 05:18 AM   #303
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lol thanks,
here are some new hull plates.
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Old 17th Jun 2009, 07:17 AM   #304
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There are the plates, now where are the cups and saucers?



Some nice work happening there MKF.
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Old 17th Jun 2009, 07:05 PM   #305
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An update from last night that might irk some people, "The dining hall"
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Old 17th Jun 2009, 07:08 PM   #306
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What are the green grebblies?
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Old 17th Jun 2009, 09:01 PM   #307
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running lights... disruptors... doohikies.....
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Old 17th Jun 2009, 10:08 PM   #308
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I forget, been a while. They were on the thing from early on. Even prior I think to the rebuild. SO probably some shield enhancer RTS? or something lol.


these though are disruptors and the ones further down the neck. I probably should do different green glowys for things down the road, finding the new light emitting materials AA poorly too so I will have to look into that.
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Old 18th Jun 2009, 11:23 AM   #309
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AND, . . . . wait for it MORE PLATING!
The klinks ate the cups and the saucers were torpedoed.
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Old 18th Jun 2009, 09:59 PM   #310
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Lost scale when working on that last post so I redid it.
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Old 20th Jun 2009, 11:55 AM   #311
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Some small updates and I stuck on a AO shader into the FG slot (makes for a dirty ao) Which boosts visibility on panels. Not sure how accurate it is though.
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Old 20th Jun 2009, 09:29 PM   #312
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SIMPLY AWESOME - You are the "Rainman" of hull-plating!

J.J. Abrams should have you on speed-dial - Some great design here.


PS - I'm going to hound your site until those tutorials return and methinks there needs to be a Madkoifish DVD tutorial series. You could make bunches off the trekkers alone!
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Old 25th Jun 2009, 02:13 AM   #313
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Some old updates and new ones, on sfm someone mentioned how "old" the nacelles looked, I had been thinking about this myself since I re-started this project. So some of the updates here show a roughed in nacelle. Materials etc on everything is temp. The bussard wont reach as far as they appear here the glowy red bits or grills will not pull back as far as they do now. Another addition is another observation room with a pair of directional disruptors. (think phaser strips on fed ships) These will be scattered across the ship to avoid that "small ship harassment" technique.


And yeah I know about the mesh error, edge is turned the wrong way
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Old 25th Jun 2009, 06:49 AM   #314
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Here is a set of images, I thought the nacelles were a bit large. So we have a A B C listing A being original, B being smaller same proportions, C is the smaller with lengthened parts (not re-sized lengthwise but manually lengthened) And a close up of the nacelles as they sit ATM.
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Old 25th Jun 2009, 04:16 PM   #315
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Ok I went with a mix of B and C since those were the most chosen elsewhere.
Here is some details on that inner area. It looks like I will have to sit down and set up the geometry for the warp grids since a plain glow mat seems to be falling apart, visually.

I should be getting back to that shuttle soon. I have been putting it off since I hate texture mapping.
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Old 26th Jun 2009, 04:20 PM   #316
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I briefly saw these updates last night but was just too tired to even comment. I have to say though that I really like the armor treatment on this. Somehow it reminds me of something prehistoric which, imo, just ads to the sense of danger that should go along with the Klingon designs.
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Old 27th Jun 2009, 01:00 AM   #317
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holy cow! I HATED the D7 type cruisers from TOS. This thing looks fantastic!
This ship looks menacing yet graceful. Well done for turning an eyesore into art!
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Old 27th Jun 2009, 10:41 AM   #318
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Wow, I couldn't disagree with you more. Madkoifish's ship is looking great, but he wouldn't have anything to start with if it hadn't been for Matt Jefferies' iconic Klingon battlecruiser, which was designed over forty years ago and still influences the look and feel of that race's starships in Star Trek to this day (including the new movie).
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Old 27th Jun 2009, 11:06 PM   #319
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The Professor is quite correct. MKF's work is outstanding and puts a fresh and, IMO, personal and unique slant on what can be a stale "been-there" subject, ie: Star Trek. But it is all firmly based on the classic shapes and designs set down more than 40 years ago. I think his Klingon celebrates the D-7, rather than supplanting it.

Kudos to you MKF. An outstanding body of work.
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Old 28th Jun 2009, 12:17 PM   #320
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Messing around with the backside of the "wings" vents/heat dissipators etc. I have some tweaking to do still.
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Old 28th Jun 2009, 12:25 PM   #321
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She's so sleek! Almost like a diving raptor.
After all this I'm wondering what kind of paint scheme you'll throw on it?
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Old 28th Jun 2009, 03:06 PM   #322
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Early neck plating. A few are a little close together, dunno sorta not in the mood to redo crap. Prolly bodge together a few of the plates.

Paint will be similar to the st6 Klingon grays, muted blues and that odd dark red.
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Old 29th Jun 2009, 01:40 AM   #323
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Did it again, Rendered out some images and forgot to post them. Torps and under plates, from like 7 hours ago. :O
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Old 29th Jun 2009, 05:35 AM   #324
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Here we go some size comparos.
266meters for the KHWP SOV scaled per EAS size.
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Old 29th Jun 2009, 08:13 AM   #325
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Wow, it's that big? I didn't get that impression from the earlier images... I was thinking it was only slightly longer than a traditional D7.
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Old 11th Aug 2009, 12:48 AM   #326
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Yup that big. It was planned to be much larger but I feel for now this is a decent size.

Update on the lethe bashes. I figured I should get these finished up. Plan is to have the lethe and at least 2 other versions.

This one I tossed the original hull extension and struts. Current struts are needing work still.
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Old 11th Aug 2009, 07:22 AM   #327
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Some more views, not sure right now what to do with those housings that lead into the impulse assemblies.
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Old 11th Aug 2009, 07:31 AM   #328
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The child in me looks at those "handles" underneath the nacelles and wants to stretch my arms across and hang from them like monkey bars (do they still have monkey bars?) at the playground.

I love the design, but is the dish really needed? It looks kind of superfluous hanging down there by itself like that. The movie-era Miranda/Reliant class didn't have a dish... just sayin'...
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Old 11th Aug 2009, 07:44 AM   #329
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Monkey bars? Do kids even go outside these days and play with something not digital.

I'd like to have it but that area is still in question, some objects down there as well as the housing are not to my idea yet. I am also wanting to disrupt that even flat backside to the rear. Get a bit more going on back there instead of everything set against a flat line.

Getting back to 3d after 2 months is kind of odd feeling. Sitting at the desk, feels like I'm cheating or something heh. Been go, go, go, since late June. Still more of it to come. Hopefully, I can at least work on these once a week maybe more.
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Old 11th Aug 2009, 08:33 AM   #330
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Quote:
Originally Posted by Madkoifish View Post
erm no delete function ze
Glad to see you back.

What do you need deleted? Moderators can always delete stuff, just send us a PM.
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