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Old 4th Sep 2019, 05:39 AM   #1711
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Looking good MKF
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Old 5th Sep 2019, 01:04 AM   #1712
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Mostly spent time tuning alignments and then working in details to break up the fat head look og the cowling. It is all subdiv still so I might alter it more. I have not decided what or if I will keep those gray vanes or not or fiddle with em some. Might pull them for something else as they really do not serve their original purpose. Tempted to hog out the area to create more negative space between the nacelles and act as some sort of plasma junction as it diverts to the uppers or lowers.



Always have a laugh as these TNG nacelles always remind me of highlighter pens or early pc pens mostly ones to define points in cat or measuring out patterns.
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Old 11th Sep 2019, 11:37 PM   #1713
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Not a huge massive change been busy with other things as well as not so sure where I want to go with things.

mostly rounding off bits and tuning bits and parts. I also stuffed the bussard cage from the old ones. I think I will complicate the LUM elements int he bussard more than what I have right now.


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Old 31st Oct 2019, 06:12 AM   #1714
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After seeing the site down and back up and slow early on the speed is back to what it should be time to post some backlog. To get everything though head to SFM or my WIP blog. (latter will catch up in regards to the images, not commentary)

I have since had all sort of issues starting with figuring out what to do with a crappy AMD viddia card purchase for my media pc finding out amd does not support win8 at all in any form. So that card replaced my 770 and broke max 2013. So in went 2019 which supported none of the things I was used to for the past oh 13+years? ARNOLD. lol

Not wanting to 1 learn a whole new rendering system or materials system
2 not wanting to spend the next 6 months converting all my past as well as existing projects.
I gave 2017 a go.
Found Mental Ray in it was super messed with and tonnes of things either missing broken or just not there. After spending a lot of time I am getting close to what I had before but maybe overall taking a decade backwards in what I can do and how fast I can do it. Mostly how horribly slow renders are for the quality gained. You will see this in the following renders as I fight things. Worst is the glow light leaks which I had not had to deal with since 2010~2012.

So I have decided I might move to arnold in the future as 2017 has some nasty bugs in it. Like menus and windows not remembering positions. After 10 or 15 crashes a day you get real sick of moving menus around. However i will likely not convert my archive of work. I personally do not like ARNOLD much as it returns to the scanline way of working with materials. No proper layer shader (composite) so you have to stack shaders and play little games to trick it into something that should have been the FIRST thing added to the materials group. Add in the use of SPECULAR. I have grown to see that word as akin to FAKERY. As it was a fake shader added to LW for Bab 5 to make a more realistic metal and non glossy surface back in the day when cgi liked the real world shaders and surfacing we take for granted now. either case ARNOLD was easy to get results that look damn good see above image. It is far faster than the borked up MR in 2017 so who knows. I might just move to blender if I can get the UI or get past the UI and linux like file manager. (YUCK)
Anyhow enough wall of text.
Renders for the Atheling
















Most recent update
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Old 31st Oct 2019, 06:27 AM   #1715
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Took a break from the Atheling or whatever I plan to change it to. For a retake on a old mesh that I had not touched since 2007. Was great fun fixing issues I had with it in 2017. heh

converted objects to arch+design as this was all still in SCANLINE! lol
https://bolidecascade.files.wordpres...-class-180.jpg
https://bolidecascade.files.wordpres...-class-181.jpg
https://bolidecascade.files.wordpres...-class-182.jpg


Started work gutting the existing nacelle and placing lum materials and physical objects.



Then replacing dodgy modeling


Fooled around with existing objects and decided to flush them all and find old subd cages or remodel it all from scratch.







compared to the IOWA and decided it was too small. 286m now.

added about 100m to it.





Working out kinks in the main hull before collapsing an optimizing.




Where I paused work today after optimization.

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Old 25th Nov 2019, 06:25 PM   #1716
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Hey Koi, been a damned long time. You haven't lost your touch with the models! As always I love you take on things.
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Old 22nd Dec 2019, 05:27 AM   #1717
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Shuttle bay opening in as well as a possible housing for shuttle ops, though I guess a ship this size really does not need one. Thinking of doing away with it as it disrupts the lines.




Said I was not going to do it but I did anyhow, least just this part of it. A sort of anti-chamber or lock system that would lead into a more complex multi level space. I doubt though I will model anything further in but it depends how the other externals go I might have to block something in to make sure I do not have spaces overlapping or too tight to fit them in.
Also noting that I am pushing the limits of the wires, bit of segs getting in in the render ignoring the hard edge of the black gloss material.
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Old 23rd Dec 2019, 06:28 AM   #1718
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Always a joy and pleasure viewing your work Koi!
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Old 24th Dec 2019, 05:39 PM   #1719
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thanks,

More upper decks stuff.
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Old 26th Dec 2019, 06:44 AM   #1720
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Attempts to break up the rear end of the central hull.



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Old 26th Dec 2019, 09:07 AM   #1721
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Like it. I think what I've always appreciated about your work is the fresh perspective and still holding to the basic desgin ideals. To my way of thinking it looks like logical progressions to the technology.
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Old 28th Dec 2019, 04:32 AM   #1722
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Yeah that was sort of the goals when I started working with trek, sticking with the rules set but seeing how far I can go with it. Sadly it has become a crutch as I keep modeling the things but it is fun. That and I gotta kep Doug fed with new models for SOTL.


Some more wingy wingyness. Cannot decide if I want to stick plain old pill winders in or do something odd like having them wrap around the bottom seam (area below where they are now)

Render and a doodle. If you look closely you'll see the doodle has this weird bump map like effect that is globally applied to the mesh. Another 2017 BS thing apparently turning off and on a mess of render settings got rid of it. But whatever
The doodle shows a presumed bridge layout as I am mulling over what rooms will be briefing rooms ready rooms etc. If I place the ready room behind the existing windows as planned it means a bit of a huff up some stairs behind the viewscreen, or short lift/ramp. And if I stick the briefing room between the turbolift bumps it means a long haul to it from the bridge. However if I stick it aft of the bridge either in the far end or in that area facing forward it means a huff for the captain.

zoom 2X and you will see the global texture on every material. Looks like some concrete or "drywall" texture is applied into the bump map slot that appears on all surfaces. Unclicking enviro and light importance eliminated it or made it "blur" off. Go fig.


Also to note from what I have been hearing about youtube I will likely be pulling my channel in the next few months. So save what you want now. Not that there is anything in any quality there anymore as they gimped the non standard screen recording sessions and forced them to be scaled video vs 1:1 pixel videos. (my old set up was 16X10 (1920X1200 vs 1080) In the past you could stream ity at 1440p and it would trim down to 1200p. Anyhow due to new bs via copa (crap gov censorship via some stupid child protection law made to pertain to TV and film not individualistic videos) and more stupid moves on google's part pertaining to videos and SJW PC bullshite it is more and more annoying to deal with. It could all be noise and mongering but what I have seen sound firly BLEAH and not anything I want to deal with.

SO YEAH leech off anything you might want to archive! I leave it to you to fig out how to fetch the 1080p+ stuff.
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Old 29th Dec 2019, 04:00 AM   #1723
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Windows grids etc, some slight changes from the doodle.

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Old 30th Dec 2019, 01:32 AM   #1724
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Forward room in as well as extensions for the readyroom and whatever office is on the other side. I staged the fwd room as a briefing room by stuffing the overused desk and chair set. (think I used this set in the Onimaru as well as the Aethling. Might model up a new table but for now the old voyageresque one works for now.

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Old 30th Dec 2019, 04:38 AM   #1725
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Windows and interiors for the other 2 rooms. Just simple pill shapes this time. Also screen cap of interior rooms.


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Old 30th Dec 2019, 04:10 PM   #1726
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Wow, the youtube/gov stuff sounds oppressive.

I live by a new rule which I like very much.
Manage the problem not the lowest common denominator.

The more we enact burdensome stupid rules/laws the less freedom we all enjoy. It's always the unintended consequences and once done they never undo it.

Gads, my inner voice got loose again.

Anyway, was happy to learn I picked up on your goals for these when you started. It's obvious when you think about it.
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Old 31st Dec 2019, 09:12 PM   #1727
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Sadly politics are all levels of self interest and ways to find justification of a overly bloated wage. If you watch some of the coppa footage it is a real witch hunt, vilifying content creators as some evil mobster when it is google doing the data collection and the creator has nothing to do with it.

It is like making a person who rides the bus responsible for the bus drivers actions and the company who maintains the bus. So if the driver mows down pedestrians or the bus looses a wheel or blows a driveshaft causing a large accident the rider has to pay out any legal fees or suits pertaining to that.

It is also another one of those petpeeves for me "IT IS FOR THE CHILDREN" excuse. Too many use this excuse to define anything they do because of KIDS.



THE UPDATE:
Rear paneling and rough outs for the larger window groups.




And yes, those foremost purple windows will likely have to be in the same room as the forward yellow group.
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Old 1st Jan 2020, 03:17 AM   #1728
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Well first post of 2020 good riddance to the last decade, and may the next be as crappy. HAH

On the bright side! Those aft windows are in with a rough room behind them. And to start things off I kinda feel that I should just delete them all and stick with just hull. >_<

yeah more I look at the render now the more I want to either change things around or eliminate em. bugger.

HAH I think some people are super late to get the notice, random pops here and there. The 2020 bug!
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Old 1st Jan 2020, 09:07 AM   #1729
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Adjusted the inner step of the larger room's window frames. Looks a bit better now and then modeled in the side rooms six in total.



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Old 2nd Jan 2020, 03:04 PM   #1730
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Aft room done, dunno what these 2 large rooms in the back are for but W/E. There is a central turbo lift that services this area, it creates a U hallway that would have things like a crapper or machine rooms (likely network nodes etc.)


Now to decide how to arrange all the stuff down the backside of that hull part. Might not put windows in the dark blue area between the impulse drives like planned.


rough doodle from a while back.
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Old 4th Jan 2020, 02:37 AM   #1731
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Cutting in the secondary deflector area and thinking if I should even have it or have it so large. This is the third time doing it as each time I couldn't get the shape right and it still looks off. I want the height in the cut in face but dunno maybe too wide. If memory serves I had planned to put pulse phaser things flanking the dish in the angled bits. Also marked out the planned sensor pit like what Voyager had. Also starting to think maybe the flat sided hull rim was a mistake too. Idea was to replicate Voyagers sensor pits there as well, but dunno. heh. A lot of the wok I have done recently is more post NEM era look and feel so maybe harkening to a time between it and TNG is a mistake.

Keep healthy and out of the smoke to our AU visitors (if we have anyone from the NSW area.) 2020 looks to be a real crapper of a year.
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Old 4th Jan 2020, 05:33 AM   #1732
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Size altered and bits put in. Deflector surface is rough and likely to change. (it is just a bevel atm anyhow) More than likely match it to the one below though that one I might change as well as I have used that dish on plenty of ships already.


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Old 4th Jan 2020, 07:05 PM   #1733
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Roughing out grids details and placement of other features.
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Old 6th Jan 2020, 05:36 AM   #1734
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Not a huge massive change but upper struts are collapsed and optimized. Started work on the sensor pallet/torp launcher and gubbins.

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Old 7th Jan 2020, 03:51 PM   #1735
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That's a really unusual deck and window setup but I quite like it.
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Old 7th Jan 2020, 07:08 PM   #1736
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You mean the ships "butt"? Have been attempting to avoid the typical pill/circle hole in the hull for openings. Keep in mind though that paint over shows multiple ideas and not one cohesive design layout. (read I wont be modeling everything in it, just some of the ideas expressed in it.)

Sadly most of the rest of the saucer windows I will likely be going the typical trek window as I would not want to manually do customs for each one! I am considering adding in some larger "hero" openings elsewhere in the hull though.


More crap in that opening. Really been fighting the materials lately as some are too close in tone and NONE match the original colors in the old model. Thinking I should have been a bit more creative with that paneling around the torp launcher. Say make it less of a flat panel and more something that formed itself around the housing. Shrug.





tossed a few of those ubiquitous science boxes I forget what ship I modeled them for from way back in to the notch below a directional sensor grid. They look a bit too busy there so they will probably move to one of the pits down the road. Gonna do a mess of sub panels to try to match this up to the IOWA/NOMADIC model details.
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Old 8th Jan 2020, 08:47 AM   #1737
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Yep, that is exactly what I was referring to. The paint overs look mighty convincing, imo.
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Old 8th Jan 2020, 09:56 PM   #1738
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thanks, bit out of practice on those paintovers heh but yeah they help in planning exp if it is a design that is just a single view doodle.

Orange pads funny notch things and a rough start on the deflector. I have yet to decide if I will do a new one for the main unit below and what colors I will use so this one is a bit of a mix atm. Glow bits though are going to be a mix of blue diffuse and yellow key glows. (I need to reset the frosted glass as it is not doing much right now) I probably should have curved the thing too or done something other than flat. I inset the orange things a bit to make this more than the simple cutout it was so it better matches the Aethling model. Also is last night's details in that upper sensor/torp cutout.






Dunno might redo all of this to get that "step" into the general cutout vs the bodge I put in.
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Old 9th Jan 2020, 04:06 AM   #1739
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Ok pulled off what I could for the details and sunk the opening floor down. Might end up redoing that plating next to those rib emitter things.



Likely will have to do some poly doubling on the hull in places to eliminate the segs. (chamfering edges or detaching chunks and subdiving them and welding them back in)
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Old 10th Jan 2020, 03:57 AM   #1740
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Added decals from and some foolery with the deflector. Not much change since last night as only had a few hours today.



ops though I had uploaded and posted this by now. heh.
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